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#1 |
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Join Date: Nov 2009
Location: GMT-5
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Forgive me if this is already somewhere and I just can't find it.
There are some advantages that cause a direct, permanent change to the world without an Extended Duration enhancement. It seems reasonable to me to call it a Limitation if these changes were made temporary. Examples: An Innate Attack that only inflicts temporary damage. After a set time, whatever damage the attack inflicted goes away. A Healing advantage that only heals injury temporarily. After a set time, the injury returns. These two would probably have similar or the same limitation value and duration. But the value and duration starts getting more questionable with things like Regeneration, Regrowth, Extra Life, and Unkillable. I can think of some more radical uses for such a limitation. But I'll start there. I can even see how it could be an enhancement in some situations. Does anyone have suggestions on what the modifier value would be for such a thing? And how should I set the duration? |
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#2 |
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Join Date: May 2005
Location: Lynn, MA
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See "Fading Spell Effects, -20%" Thaumatology P. 24
But this is the sort of thing that will have radically different effects and impact depending on the ability in question. I think -20% is fine for your examples tho. |
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#3 | |
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Join Date: Nov 2009
Location: GMT-5
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At first glance, -20% seems like not enough to me. No Wounding is -50% so it shouldn't be too close to that. As a guess, I might say -30%. But it really should be a function of duration. As it aplies to healing, I could even see the limitation being quite high (-50% or maybe more). Because you're not really healed with this limitation. You just postpone the effects of injury. For things like Extra Life or Unkillable, it becomes quite a limitation. But again... function of time. |
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#4 | |
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Join Date: Mar 2010
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So taking it from "Damage, Permanent with Dispelling Conditions" (the default duration for Damage, as it is subject to a dispelling condition known as "healing"): ... to "Damage, 3000 minutes" would be -9% ... to "Damage, 1000 minutes" would be -23% ... to "Damage, 300 minutes" would be -33% ... to "Damage, 100 minutes" would be -41% ... to "Damage, 30 minutes" would be -47% ... to "Damage, 10 minutes" would be -52% ... to "Damage, 3 minutes" would be -56% ... to "Damage, 1 minute" would be -60% Replace "minute" with "second" if you'd prefer to use 1 second as the base duration rather than 1 minute. |
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#5 | |||
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Join Date: May 2005
Location: Lynn, MA
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#6 |
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Join Date: Nov 2009
Location: Oregon
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Not sure I agree with the proposed pricing, but I definitely see use for a 1-second or even "instant" duration attack: the classic D&D-style Death spell, that has a chance to kill the victim based on their current HP, but inflicts no lasting damage if it fails. However, a duration of a minute or more doesn't significantly limit an attack on the scale of GURPS combat, it just means the surviving combatants won't have to spend weeks or months recovering.
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#7 |
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Join Date: Jul 2008
Location: Somewhere you'll never find me, muhaha!
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This reminds me of the Temporary Transport Modifier I often use with Affliction (Warp).
I ruled that as a zero point feature, the person or object teleported snaps back to their previous location after the usual Affliction duration as seen with other afflicted Advantages. This can of course be modified for a longer or shorter duration. It works similar with Affliction (Jumper) with the target snapping back to the time/plane/universe they were originally in.
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#8 | |
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Join Date: Nov 2009
Location: GMT-5
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And this seems negligible to you!? |
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#9 | |
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Join Date: Nov 2009
Location: GMT-5
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#10 |
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Join Date: Nov 2009
Location: Oregon
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Not negligible, but not a big deal on a tactical level. Anything over a minute shouldn't get more than -20% or so, IMO. And even 1 second / instant shouldn't exceed -40%, considering that No Wounding is -50%.
Temporary Healing, on the other hand, is a very big deal, especially if you retain the penalty for repeat healing of the same subject. Last edited by vierasmarius; 04-30-2013 at 04:05 PM. |
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