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#1 |
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Join Date: Feb 2005
Location: Berkeley, CA
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While true, I'm not sure that it matters or makes it particularly more potent than it already was.
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#2 | |
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Join Date: Jun 2006
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And too in a lot of settings, diseases are *never* caused by micro-organisms. They're the result of unbalanced humors, witches curses, the weight of past sin, failure to observe taboo, bad air, or accumulated microtoxins. Whatever writeup you use, you need to be careful it doesn't specify the mechanism of disease too closely. I'd note too that more than a few diseases have changed "cause" to something infectious in my lifetime - ranging from ulcers to cervical cancer - so there's always a risk if you say no that next year....
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-- MA Lloyd |
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#3 | |
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Join Date: Apr 2019
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If I (as GM) was being as specific as choosing an actual condition that the PCs would be expected to deal with as a simulation, this would require the introduction of the missing vitamin/mineral. You can't "remove the cause" of the condition, the problem is arguably that the removal has already happened and only the introduction of the appropriate material would fix it. I see "Cure Disease" as a removal of whats causing the condition, there is nothing in the spell which indicates that it has any kind of additive effect. |
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#4 | |
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Join Date: Aug 2004
Location: Pioneer Valley
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Quote:
__________________
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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#5 | |
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Join Date: Apr 2005
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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. |
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#6 |
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Join Date: Oct 2007
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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.
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#7 | |
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On Notice
Join Date: Aug 2004
Location: Sumter, SC
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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. |
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#8 |
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Join Date: Aug 2004
Location: Pioneer Valley
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Beyond that, look. While GURPS is far better at this than most games (in so far that non-adventuring spells actually do exist), the magic system's design still revolves around adventuring/non-adventuring paradigms. A spell that puts hit points of damage on a target gets three paragraphs and can be cast in a second or two. Cure Disease gets three sentences and takes ten freaking minutes to cast. And if the authors devoted enough space to spell out all the complexities of Cure Disease, we all know there would've been many protests: "Who the eff cares whether Cure Disease can handle beriberi or not? Is that useful in a dungeon?"
Me being firmly in the "magic has rules, it's not just a handwave" camp, I've given a good bit of thought to the spell. I've houseruled the casting time down twentyfold, and that it won't work on viral diseases (short of criticals) ... TL4 (or 5) just has no notion of a virus. But even with that, there's been chalktalking. One of my longtime players has been seriously diabetic (as in dialysis as a teenager) his whole life, and I've been myself the last decade. But "eliminate" the diabetes all you want, it's not the result of an infection, it's the result of the pancreas no longer producing enough insulin OR the body's cells no longer processing insulin properly. Are such metabolic disorders susceptible to Cure Disease? My houserule is "no." It can repair the retinal damage, fix the neuropathy ... but the risk factors? My coming down with diabetes was always a possibility: my family's riddled with it, and more than one has died early from it. What safed the bet with me was when my joints broke down to the point I couldn't do combat LARPing any more, or the six hours of fight practice I was doing a week at age 42 to keep up with my juniors, and I put on 40 pounds in a year. Cure Disease isn't going to bring me back down to fighting weight.
__________________
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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#9 | |
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Join Date: Jun 2006
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__________________
-- MA Lloyd |
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#10 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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There are also no mechanics for nutritional deficiencies, as far as I know. There are mechanics for infections and communicable diseases. I believe Radiation damage is the only mechanical way to get cancer in GURPS.
Last edited by sir_pudding; 11-26-2022 at 11:17 PM. |
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| Tags |
| classic, spell |
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