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#1 | |
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Join Date: Aug 2004
Location: Pioneer Valley
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Quote:
For my part, I'm neither confused nor bewildered by the Healing advantage, except in so far as I'm confused at folks not being able to wrap their heads around it, or unwilling to just houserule it if they can't stand it having different mechanics than the magic system. It works just fine. Only one player in my campaign has taken it in recent years -- she wound up slapping a 30-second + ritual components on it to buy down the cost (not seeing herself as a combat healer), and then established paying Perk points to buy down the penalties for curing diseases.
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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#2 | |
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Join Date: Aug 2007
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I'd never take the Healing Advantage over standard Magic Spells and if playing in a campaign where the Ad was the only extraordinary healing I'd probably make a Barbarian with lots of HP and Very Rapid Healing. Or at least a "mundane" doctor with a very good First Aid Skill.
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Fred Brackin |
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#3 | |
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Join Date: Aug 2004
Location: Pioneer Valley
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Beyond which, that sort of thing is common throughout the system. There are dice rolls for a sheer fall of a thousand feet, instead of "Hah, you just die." A 42-lb cannonball does 6dx5 pi++, instead of "Hah, you just got hit with a 42-lber, what's left of you is scattered across an area four hexes wide."
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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#4 |
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Join Date: Jan 2017
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The rolls fit because very occasionally someone will miraculously survive something that would kill 99.999% of people a hundred times over. Like once a woman survived a fall without a parachute from an airplane that exploded while over 30,000 feet in the air.
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#5 |
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Join Date: Jun 2013
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Also GURPS is meant to be a Universal system; a terminal velocity fall isn't going to instantly kill (or even significantly harm) a character based off of Alex Mercer from Prototype, while a typical Kaiju is just going to shrug off a 42-lb cannonball.
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GURPS Overhaul |
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#6 | |
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Join Date: Aug 2007
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It's also not as if "diseases" (going back to the origin of this thread) had an objective scale of what was harder to cure than what. Some bacterial diseases that are probably harder for an average immune system to resist are relatively easy to cure with common antibiotics. Other things don't even have known scientific treatments. So we've got this subjective list of "This _should_ be harder to cure than that" in somebody's opinion and before Gurps Powers and its' expansion of the Reliable Enhancement (or perhaps PU:Talents with the possibility of more than 4 levels of talent) there wasn't even a way to make the Healing Advantage powerful enough to deal with certain things reliably.
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Fred Brackin |
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#7 |
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Join Date: Sep 2019
Location: UK
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Healing doesn't even say what the criteria are - it only says "from +1 for the common cold to -15 for AIDS".
That seems like it's not based purely on how difficult they are to cure by modern methods, since both the examples are virus diseases and difficult-though-not-impossible to make any difference to with modern medicine (it's just that with colds it doesn't matter). It could be based on severity (although there are plenty of things that, untreated, will kill you faster than AIDS), or on some vague combination of severity and how hard it would theoretically be to cure if you were in a TL8 world and close to medical supplies which you may not be, or it could just be an invitation to the GM to make it as easy or as difficult as would be useful to the plot.
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Looking for online text-based game at a UK-feasible time, anything considered, Roll20 preferred. http://forums.sjgames.com/showthread.php?t=168443 |
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#8 | |
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Join Date: Aug 2004
Location: Pioneer Valley
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Quote:
And for my part, the scale is crocked. The reason the "common cold" is so difficult to defeat is that it's a basket of viruses; there are any number of bacterial infections which should be far easier to fix. The disease component of the Healing advantage shouldn't be linked to how onerous or obvious the symptoms are.
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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#9 | |
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Join Date: Apr 2005
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Quote:
For example, the Healing advantage and all the "X Healing" spells in the Healing College carry a -3 cumulative penalty per previous successful attempt to treat the same patient within the same day. That's good consistency. Simple, easy to remember, reasonably fair to characters with modest skill or IQ levels. As it stands, Cure Disease is crippled by the fact that it's a "One Try Only" spell, which makes it far less effective than it should be. Sure, you only spend 4 FP to try cure anything from the sniffles to late stage Ebola (vs. 30 FP and a -15 penalty to skill if you're trying to use Healing!), but your patient is screwed if you muff your one skill roll. So, why not port over the slightly more flexible mechanics from the Healing advantage or at least allow them as an optional rule? Likewise, because many aspects of the Healing advantage suck, why not make it a bit more like the Cure Disease spell? In particular, serious diseases shouldn't be so hard and expensive (in FP costs) to cure that it's effectively impossible to treat them. |
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| Tags |
| classic, spell |
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