Quote:
Originally Posted by Curmudgeon
I don't know that this is the actual case, but I would suspect that it is based on treating Healing as equivalent in effect to Surgery and Diagnosis skill but somewhat enhanced, so you don't need the formal training. Healing does require an IQ roll, and that roll is at a penalty if the patient is unconscious, suggesting that the healer does make an assessment as to just what is wrong with the patient which is harder if the patient can't tell you what symptoms he's suffering/where it hurts. This in turn suggests that the restriction on Xenohealing is based on reality rather than game balance.
In the real world, back when anatomy books were based on the anatomy of monkeys because human dissection was forbidden, people died because organs and other body parts weren't where the diagrams said they should be. Likewise, diseases, even ones than can jump species behave differently in those species. AIDS/HIV was a virtual death sentence at first, but the original SIV was relatively harmless to African green monkeys.
An argument could be made that Xenohealing represents knowledge of the anatomical differences and pathogenic differences between species.
In my opinion, Healing already gives a pretty big sop to players by not requiring Xenohealing for anyone outside their own species, e.g., dwarfs, elves, orcs, halfings, etc. for humans.
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Hmm... This MIGHT be a possible explanation, it's not that you can't but that it's "too risky." However, I do have to issues with that explanation. The first being that if that was the intent, in theory you should still be able to at least attempt to heal other creatures with a scaling penalty. The second being, I feel like, a power requiring you to have actual applicable knowledge is covered by the required by/based on skill modifiers. The latter of which does have the benefit of not being in the Basic Set, so they probably weren't considered at the time of writing the power. That being said their are definitely difference ways to convey the same idea with GURPS, so it's not impossible that this was the intent.
Quote:
Originally Posted by Pursuivant
The greater point cost for Xenohealing might have been intended to limit PCs' ability to heal magical constructs or repair equipment.
A potential enhancement for Healing that addresses your complaint might be:
Limited Xenohealing (+10% per level): You can theoretically heal anything, but you suffer a penalty to IQ based on the degree of difference from your own species. Use the categories for standard xenohealing to assess penalties: -2 for mammals, -4 for any earthly life, -6 for carbon-based life, -8 for anything alive, or -10 for any object. Each level of this enhancement beyond the first reduces penalties by 2, to a maximum of +50%, which just gives you a -2 penalty to heal unliving objects and no penalty to heal living beings.
This works out to 50% of the cost of regular Xenohealing at the same level, but has the drawback of a penalty to skill rolls.
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Hmm... I do like this to a degree. Except as I said before, I DO see the rational for being able to heal Anything Animate, as a +100% modifier, especially if you can heal anything else. Furthermore I do consider healing Anything Animate, and Healing Objects separate, even if it does run into the same logical consistency issues as being able to heal a human, but not say a squirrel. At least the former has the notion that the Animate Object possesses some kind of magical energy animating it, that you might be able to manipulate to mend it, while the latter just seems silly...
Another way of conveying the same idea would be to make a special "Based On Skill Roll" modifier, that requires you to have the "Relevant Skill" First Aid for HP, Esoteric Medicine, Physician, or Pharmacy (As applicable) for Disease, Surgery for reattaching/growing limbs, Veterinary for Animals, Botany for Plants, ect. To mitigate the price of Xenohealing, but I have no idea how to price that.