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#31 |
Join Date: Feb 2016
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Ranged combat based on Per? Sure, I could see that. Melee combat based on Per? No, I would not allow that.
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#32 |
Join Date: Dec 2012
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I might allow it if accuracy and precision were specifically important, like with pressure point attacks, or if special 'chi senses' were required for targeting.
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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. |
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#33 |
Join Date: Nov 2011
Location: South Dakota, USA
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Just because I got confused by terms being misapplied earlier, I want to take a post to clarify. Even if only for my own (future self's) sake later in the discussion.
Attribute Subtitution is a Perk you can find on page 15 of Power Ups 2. Each time you take it, you select one Skill that meets certain guidelines relevant to both
and learn the Skill using that second Attribute/Secondary Characteristic as the base. As Plane already acknowledged, you aren't going to be able to use this for IQ-based Karate. Skill Adaptation can be found in Power Ups 2, on page 17, as well as Martial Arts page 51. This Perk is about basing a Technique off the "wrong" Skill. As long as it makes sense in the setting, the Techniques usual default shifts from its normal Skill to the one named in the Skill Adaptation. How many Techniques are affected varies according to the circumstances (and GM permission); it may be all Techniques from a particular Skill, just one, or something in between. There, now I'll remember. I tried not to go into too much detail, for the usual reasons. Getting back to the actual discussion, it is important to remember that a situation where you can justify making a Skill roll based on the non-default Attribute or Secondary Characteristic isn't really the same thing as Attribute Substitution. The rules already encourage handling Skills in such a nuanced manner (p. B172). I can see allowing something like Attribute Substitution: Guns (Rifle) based on Per, but not Attribute Substitution: Bow based on Per. The latter just has even more physicality, to the point I don't think it can be ignored. For melee combat, things like accuracy and precision are most definitely part of Dexterity. If we bring in an exotic, additional "sense", it depends on how it is being handled. Using Karate via a chi-based sense because of situation specifics sounds more like p. B172. If it is how the campaign works in general, it is just a setting switch, or maybe "Esoteric Karate" needs to be a thing in your setting. The latter seems quite appropriate if Chi is a full-on Attribute or Secondary Characteristic.
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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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#34 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Coming back around to healing, its possible one reason it doesn't come up much is that it isn't that useful in combat. It costs FP and healing a little bit at a time is really ineffective, so you want to take a deep breath, heal all of your buddy's wounds at once, and then lie around exhausted for an hour. And if the genre calls for access to fast healing, then fast healing can be gotten through through other means.
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#35 | |
Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
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http://forums.sjgames.com/showthread.php?p=2358445
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Kerry Thornley: Dwarf Planet Eris, Discordianism, and The John F. Kennedy Assassination Without Thornley, there would never have been the Steve Jackson Games edition of Principia Discordia Top 12 Clues You're a Role-Playing Old-Timer My humorous (I hope) article that also promotes SJGames/GURPS GURPS Fantasy Folk: Elves My first GURPS supplement |
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#36 | |
Join Date: Aug 2018
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FP is less of an issue if you have Regeneration (FP) to fuel it, or you get any FP you spend back the next second (Magical -10% limitation, use in Very High Mana) or you take Reduced Fatigue enhancements to get a certain amount of "free healing". On that note: here's a fun 0% build for Healing... Ranged +40% Reduced Range 1/10 -30% (10/100 max becomes 1/10) Blockable -5% Parryable -5% Reduced Fatigue 2 +40% Capped: 2 FP -25% Inaccurate 3 -15% Own Race Only -20% Injuries Only -20% Reliable +8 +40% Not as flexible but does give you free 4 HP shots and it's super-easy to make those IQ rolls. Another way to save would be to shift the FP cost to the target instead of the healer. There appears to be precedent for that in Powers 151 (Healing Drug and Universal Antibodies) It seems to be an option if you shift IQ to HT that you can choose that to mean the target's HT instead of your own. In that case, it appears that instead of consciously choosing the FP spent on the ability, the FP spent is randomly determined by the HT roll: MoS FP are spent to heal MoSx2 HP unless they reach full HP at which point no extra FP is spent. That would actually be super valuable if you knew an ally was injured but not the exact amount of FP they were missing: you wouldn't have to guess, and potentially overshoot wasting FP. I would assume for this you could still buy Reduced Fatigue to reduce the cost. You can definitely use Reliable to add to the subject's HT roll as UA shows. One big drawback to the Affliction approach is the high cost of Cumulative, and the ability to "stock up" on rapid heals would be important if you took the "Triggered Delay" enhancement on either advantage. |
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#37 |
Join Date: Feb 2016
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A possibility for emergency use would be Affliction (Advantage, Unkillable 1, +500%) [60]. As an alternative ability, it would run 12 CP, and it would be a good way to stabilize people who had suffered mortal wounds until you could heal them.
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#38 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Most settings in which healing up everyone within a day are appropriate have a back-up method besides spending 30 points on the healing advantage. And because character points are precious, and because those 30 points don't give any real combat benefits, people tend to go for those back up methods.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#39 | |
Join Date: Jul 2008
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Even in 'full magic shopping trip' mode I've personally never seen a dungeon-delving bunch who thought doing all their healing with potions was cheap enough. (Though more efficient consumables could tip that the other way.)
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#40 | |
Join Date: Nov 2011
Location: South Dakota, USA
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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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Tags |
advantage of the week, healing |
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