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#1 |
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Join Date: Nov 2011
Location: South Dakota, USA
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This is probably my ignorance showing, but can someone explain to me why healing needs to be significantly more expensive/difficult than harming? Other than, in the real world (and many settings), the capacity to create (or heal) rather than destroy is far easier to come by?
In other words, I am quite interested in some kind of "Innate Attack" that heals instead of harms. Even the existing variations on Innate Attack (like Crushing, Cutting, etc.) may have some merit applied to healing attacks. Less so than with damage, but if DR needs to be subtracted from "healing damage", then someone backing up troops in armor (or high DR supers) probably shouldn't get "Innate Attack (Crushing Healing)". Yes, I know my terminology is confusing; I'm sure you all can come up with something better. :)
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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#2 | |
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Join Date: Jun 2013
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Quote:
Of course, that's not necessarily a bad thing! It does mean that things like Regeneration may be overpriced if Healing Innate Attacks are available, but a campaign where the characters can be expected to be uninjured for every encounter is certainly a playable one (I know at least with That Other Game a lot of parties will keep everyone in tip-top shape and just stop delving and hunker down - or even return to Town if that's an option - if the Cleric runs out of healing spells; meanwhile, in a lot of JRPG's once I have healing magic I'll tend to keep my party's HP full and then go back to an inn if my healer runs out of MP). But that's quite different from the typical GURPS default. Arguably, a bigger issue is what this implies for the world as a whole if there are people with such capabilities; in the thread I linked earlier I mentioned the idea of making it so the healing was only guaranteed to work within a short time after suffering the Injury, and after that most people would have a low chance (a bit under 5%) of the healing working. That prevents a lot of the world-shaking effects.
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GURPS Overhaul |
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#3 |
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Join Date: Nov 2011
Location: South Dakota, USA
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Thank you Varyon, that does help.
One thought I had, where this approach might actually be as easy or easier to manage than the Healing Advantage of Base Set or the Healing College of GURPS Magic. Unless Limitations are taken or Spells forbidden, those can cure disease (and much more, for the Spells). I didn't think the Advantage or the Spells had to worry about DR, the Advantage requires making physical contact, the Spells prefer to be in physical contact but can be used at range (with the appropriate penalty)...
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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#4 | |
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Join Date: Jun 2013
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*Note if you do want to pay for some of them - so you don't have to spend FP and suffer a penalty - you should be able to save points by taking them as Alternate Enhancements; you'll only be able to fix one at a time, however.
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GURPS Overhaul |
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| Tags |
| healing, innate attack, powers |
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