11-27-2023, 01:02 AM | #31 | ||
Join Date: Aug 2004
Location: Wellington, NZ
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Re: [Magic] Healing College - rationale behind the penalty
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But this hasn't been a relevant comparison for the vast majority of gamers for a couple of decades now. A bog-standard D&D5 10th level Cleric should be able to manage about ~260 HP of healing if they blow all their slots on Cure Wounds (and a 10th level Fighter will have maybe 100HP). For multiple targets, using Prayer of Healing will increase this considerably. Of course this only matters if you're pressing on right away and everyone's already burned their Short Rest healing, or you can't take more than a 10 minute break. For most people playing 'D&D' today, DF's healers are the ones suffering.
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11-27-2023, 10:34 AM | #32 | ||||
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Magic] Healing College - rationale behind the penalty
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Please, let me present some bits of the previous edition that may shed some light on the modern iteration. Oh, and GURPS Magic Second Edition is totally black and white except for its cover. So there isn't an obvious delineation between what is "flavor text" and what is intentional rules text... and why I believe those who crafted the modern GURPS Magic were forced to make judgment calls about such things. Quote:
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The history of GURPS Magic is messy. Even now, especially in light of the section we're discussing, it seems like there are artifacts from older rule sets that maybe shouldn't still be here, but potentially even setting-specific assumptions. This post is already monstrous, so I beg your indulgence. The above is important for understanding where I'm coming from. I am aware this could be another one of those "Otaku, you're making too many assumptions" or "Otaku, this isn't Third Edition" moments.
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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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11-27-2023, 11:15 AM | #33 | ||
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Magic] Healing College - rationale behind the penalty
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The magic system lets you manipulate nature, or even reality, in a more direct manner than "mundane" physical interactions. The complexity of these interactions is often misleading. For the magic to work the way it does, sometimes it is operating on the microscopic, the molecular, the atomic, or even the subatomic levels. I think: I'm far from an expert at any of these! I mean, a pet peeve of mine is how often people underestimate the beautiful complexity of the human body... ...which is why I think it makes sense both mechanically and "storywise" for certain real-world (or setting appropriate, non-magical) Skills to affect one's spell-casting. Other traits may as well; some of this might be available with an IQ roll to a caster from the appropriate Tech Level! I don't know the specifics of how this ought to work, though. Getting back on topic, this is why I have doubts about the self-healing penalty being about "selfishness". Plenty of situations where healing one's self is beneficial to others. I mean, with PCs, it even seems likely that NPCs are going to rely on them for protection. I'm once again going to refrain from quoting the rest of your comment because... yeah, I think we mostly agree. Or at least, are of similar inclination, like "How much should Spell variants cost?". I suppose I can add in maybe for minor variants, handle it like firearm familiarities; for every X character points invested in the Skill, you know Y minor variants? Again, thanks for the discussion!
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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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11-28-2023, 03:36 AM | #34 | ||
Join Date: Jan 2008
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Re: [Magic] Healing College - rationale behind the penalty
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There's a lot of competition for 6th level slots too, and you can't even cast them without rolling Wis 17+. If you do manage to roll Wis 17+, Heal is a great spell but so are Conjure Animals, Blade Barrier, Anti-Animal Shell, and Wall of Thorns. The DF cleric can heal _and_ use Shield, Armor, Flaming Weapon, etc. Quote:
But DF clerics are completely fine. Plenty of healing, plenty of energy left for other things. Last edited by sjmdw45; 11-28-2023 at 03:43 AM. |
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11-28-2023, 05:05 AM | #35 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: [Magic] Healing College - rationale behind the penalty
One other thing - AD&D, rules as written, that fighter that was one 0HP is dead, so mere healing spells won't work anyways. Thus he's really like a DF character that's down on -5xHP (and for high HT DF characters being merely somewhat negative isn't really a fair comparison to an AD&D fighter on low HP).
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11-28-2023, 07:54 AM | #36 | |
Join Date: Apr 2005
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Re: [Magic] Healing College - rationale behind the penalty
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But the basic point is a given. |
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11-28-2023, 02:10 PM | #37 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [Magic] Healing College - rationale behind the penalty
The two fantasy systems I've played most are AD&D and DF. Trying to compare their hit point economies is hard: the GURPS active defence mechanics mean that characters get hurt a lot less often, so healing is much less of a routine activity. It's commonplace in DF to get through a serious fight without any of the PCs being injured. If that happens in AD&D, there's usually been a walkover.
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11-28-2023, 11:29 PM | #38 |
Join Date: Sep 2007
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Re: [Magic] Healing College - rationale behind the penalty
I think the reason is that you can feel it working. I think it is analogous to First Aid on yourself, and I don't think the standard GURPS Magic is saying a few words and snapping your fingers. It costs energy. Just as a fire magic may go from manipulating a candle flame to throwing a fireball, a healing mage actually learns to manipulate wounded tissues. So there you are, trying to get your intestines to go back in by reaching out with magic and sensing your injuries.
It's certainly not a rationale that fits in with many conceptions of magic, but it makes a certain sense within a certain framing of the classic GURPS magic. Last edited by pawsplay; 11-29-2023 at 03:07 AM. |
11-29-2023, 12:49 AM | #39 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [Magic] Healing College - rationale behind the penalty
I just allow you to ignore this with a perk in DF. I thought it was published somewhere, but can't find it now.
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11-29-2023, 12:51 AM | #40 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [Magic] Healing College - rationale behind the penalty
It was in my Hidden Knowledge article you reviewed. I had to cut it for space and non-topicality.
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