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#41 | |
Join Date: Aug 2004
Location: Pioneer Valley
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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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#42 | |
Join Date: Apr 2005
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In a relatively light-hearted DF campaign, Cure Disease should be a one-stop cure for just about any nasty bug one acquires while adventuring. In a grimdark Low Fantasy setting, where life is nasty, brutish, and typically ends with a wheezing death rattle, it should be useless against really vicious plagues. As written, the two big play balance features of the spell are its one-shot nature and its long casting time. The easiest way to play balance it by campaign is to borrow the rules from the Healing advantage (which inexplicably is never referenced for any of the Healing College spells), basing casting cost and skill penalty on the severity of the disease to be cured. If the GM wants curing chronic ailments like diabetes or AIDS to be the stuff of miracles, just assign a -15 skill penalty and a 30 FP energy cost. |
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#43 | |
Join Date: Aug 2007
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Then of course, this whole thread started with Maxiamra noting what he thought was an undesirable change in 4e rules.
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Fred Brackin |
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#44 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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*Bubonic Plague: Blood (insect borne); HT-2 to resist (critical failure results in pneumonic plague); 1d+1 day delay; 1d-2 toxic damage; six-hour cycle with 12 cycles; Mildly contagious (highly contagious if the flea-borne vector is not understood and precautions taken) *Pneumonic plague: Respiratory; HT-6 to resist; 1d/2+1 day delay; 1d toxic damage; 12-hour cycle with 12 cycles; Highly contagious But for many people it was a single disease — Black Death. Does knowing more about the Black Death make Cure Disease less effective?! For those of you with a more alchemist bent and don't want Clerics running around curing everything from colds to cancer, Isekai Yakkyoku (Parallel World Pharmacy) is an interesting take. — While there is magic in abundance Healing is strictly alchemic in nature.
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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. |
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#45 |
Join Date: Aug 2007
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You do not find "really poor wording" undesirable?
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Fred Brackin |
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#46 | |
Join Date: Feb 2008
Location: Portland, Oregon
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With the spell Body-Reading, getting information about this kind of experiment isn't terribly difficult. It's a truly useful spell that can give a mage/researcher a lot of good information. I'm surprised, tbh, that Body-Reading isn't a prereq for most Healing spells...after all, how do you know how to direct the magic to do the healing? Does the mana know to fix that hole, but not that one? Does casting a Healing spell negate the weight training workout you did earlier?
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Warmest regards, StevenH My current worldbuilding project. You can find the Adventure Logs of the campaign here. I try to write them up as narrative prose, with illustrations. As such, they are "embellished" accounts of the play sessions. Link of the moment: Wilderness Survival and Travel. Half the fun is getting there! It is also the new home of the Alaconius Lectures, a series of essays about the various Colleges of Spells. |
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#47 | |
Join Date: Jun 2006
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Still it does get at the difference between the spells indirectly. A spell designed to cure a "disease" with a particular set of symptoms - i.e. a subset of the 4th edition spell, would presumably only work on only one of them, but might work on similar diseases that happened to have the same symptoms (pneumonic plague for example has pretty much identical symptoms to a dozen other kinds of pneumonias). while one that was a subset of the 3rd edition version, that targeted a particular organism, would work on any of them, but not touch an identical appearing disease that actually [was] caused by heathens poisoning the wells.
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-- MA Lloyd |
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#48 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Yeah, it's interesting in retrospect that the 3e version, as written, is literally useless except in rationalized settings like Yrth where germ theory is true. This makes it obvious why it was made more generic in 4e.
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#49 |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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"undesirable change" is not the same as "really poor wording".
I like the changes done with Partially Limited Magery ("Limited Magery 0"?) in GURPS Thaumatology pg 20 but the main text is so badly worded that it is best to use the examples which overrule the examples given in the Basic Set.
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#50 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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What was called Leprosy in ancient times is not the disease we know by that name. Ancient leprosy caused scabs and crusts on the skin, leaft white patches (similar to vitiligo) on the skin, turned hair white, and caused bald spots. Another weird disease is the "English Sweats" (1485 to 1551) — theories aobund as to what it really was. Some have suggested a variant of Scarlet Fever (which many of its symptoms resembled) while others suggest a hantavirus or some variant of anthrax. I should mention that in very early versions of D&D (which heavily inspired Dungeon Fantasy) limited Cure Disease to "those (diseases) of a parasitic, bacterial, or viral nature" (PHB 1e pg 47)
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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. |
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