![]() |
![]() |
#11 | |
Join Date: Aug 2004
Location: Austin, TX
|
![]()
That's true, but the rules and definitions of magic do not need to match the definitions of modern science.
Quote:
In an adventuring context, a Cure Disease spell that can cure GERD or cancer is not especially more powerful than a Cure Disease spell that cannot. I suppose if your game is Fantasy House, MD about the antics of a genius mage healer and his apprentices, then it would be too powerful, but running any kind of serious medicine/physicians game with RAW GURPS Magic would be a huge headache anyway. As a side note, if someone has run a Fantasy House, MD game, I'd love to know the details.
__________________
Read my GURPS blog: http://noschoolgrognard.blogspot.com |
|
![]() |
![]() |
![]() |
#12 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
![]()
I suspect the spell wasn't written with the idea you might have nutritional deficiencies be a thing that can just happen in a game.
|
![]() |
![]() |
![]() |
#13 | |
Join Date: Apr 2005
|
![]() Quote:
The 4E wording allows for the possibility of curing magically-induced disease, which a magical Cure Disease spell should definitely be able to do. Given that the odds of an important NPC, much less a PC, in a fantasy game will be stricken by a dietary deficiency are almost nil, it's a trivial increase in spell power to allow Cure Disease to heal such ailments. It's slightly more unbalancing if the GM allows Cure Disease to cure chronic or terminal conditions, since that makes it a cheap version of Wish or Resurrection. The quick house rule to fix this problem is to narrow the definition of "disease." The slightly more complex way to handle the problem is to import the mechanics from the Healing advantage, which give a penalty to cure really nasty problems. Making the point cost of Cure Disease variable would also be a nice bit of play balance. It should cost less energy to cure a 24-hour virus which causes the sniffles than Stage 4 metastatic bone cancer. |
|
![]() |
![]() |
![]() |
#14 |
Join Date: Oct 2007
|
![]()
As far as I'm concerned, if a character with a disease represented by one or more Disadvantages tries to cheese points by just using Cure Disease, they'll at most stave things off for a short period of time before the condition returns. Or they'll be affected by something else that has the same effect or at least total point value. At least until they save up the points to get rid of the Disadvantages.
|
![]() |
![]() |
![]() |
#15 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
![]()
Nitpickers should note that "disease" and "infection" are terms of art in GURPS. Disease is a big heading covering pp. B442-444, and Infection is another one on p. B444. They have specific meanings in the game. The super-category that encompasses these and more is found on p. B442: Illness. The spell isn't called "Cure Illness."
All of which said, I detest nitpicking. Cure Disease should cure whatever the setting's experts in disease believe a spell for curing disease should cure. The wizards among those experts are the ones who came up with the spell, after all! If the experts are TL0 shamans, then the spell cures any malaise caused by an evil spirit or pestilent object. If they're TL2, change the belief to humors and miasmas. If they're TL12 techno-mages, then it cures anything that endpoint medical science has conclusively attributed to bacteria, fungi, parasites, prions, viroids, viruses, or any new class of infectious agent discovered (I'd propose "wet nanomachines," since the difference from the previous list is one of origin, not mechanism of action) . . . which will include a lot of things that we TL8 types don't believe are caused by infection, because as has been pointed out, more and more things are reattributed to infectious agents each year. At any TL, if there's magic to cure disease, then there's probably magic to cause it, so whatever that relies on – spirits, warped mana, etc. – Cure Disease should work on that as well. "Believe" is fair here because Cure Disease is not Cure Disease/TL. It isn't meant to have hard technological or scientific criteria. It's classic folk magic – the sort that precedes the scientific method by four or five TLs. While "magic is a science" is a way to see things, it's probably the wrong way to see things prior to TL5 . . . which is uncoincidentally when widespread belief in magic started to wane rapidly. The GURPS magic system has been fairly random, with risk of summoning demons and many things that work a certain way by fiat, since Steve designed it in the mid-1980s; it has never been scientific.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
![]() |
![]() |
![]() |
#16 |
Join Date: May 2007
|
![]()
On the other hand, a disease or two that is especially scary because it is not affected by Cure Disease could make a nice campaign detail.
__________________
I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. |
![]() |
![]() |
![]() |
#17 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
![]()
I find it fun to give some diseases modifiers to Cure Disease . . . The minor sniffles might get +5, while the plague devastating the land is doing so because it gives -10. For added fun, have certain rare ingredients reduce or eliminate a disease's penalties. That plague might give -20 and be functionally incurable without true love's tears flowers from Dragon Mountain, but be cured at full skill if the recipient is strewn with petals, consumed in the casting. (Or, if you're evil, the petals absorb the plague and become pestilent and dangerous!)
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
![]() |
![]() |
![]() |
#18 | |
Join Date: Dec 2012
|
![]() Quote:
EDIT: In any case, if you don't have the diagnosis right, you might cast the spell casually and get a critical failure due to a level of penalty that you were in no way prepared for.
__________________
Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. Last edited by Prince Charon; 11-25-2022 at 12:07 PM. |
|
![]() |
![]() |
![]() |
#19 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
![]() Quote:
Undead microbes would be a terror as would MR microbes and Viruses.
__________________
Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
|
![]() |
![]() |
![]() |
#20 |
☣
Join Date: Sep 2004
Location: Southeast NC
|
![]()
Is my Doctor Cox (from Scrubs), if he were a healer paladin come close enough?
__________________
RyanW - Actually one normal sized guy in three tiny trenchcoats. |
![]() |
![]() |
![]() |
Tags |
classic, spell |
Thread Tools | |
Display Modes | |
|
|