Sunday, June 7, 2020

Felltower Healing Costs

I'm posting this because I keep needing to refer to a .doc or a printout for this information. This is much easier all involved.

These are taken from, and modified from, this post by Dr. Kromm.

These supersede the rules in DFRPG Exploits.


Temple of the Good God Y'all!
—Required Donations—
—Results not guaranteed. No refunds.—
—Excommunicated Are Not Eligible—

Minor Prayers
Awaken . . . $1
Minor Healing . . . $3
Major Healing . . . $4
Neutralize Poison . . . $5
Cleansing . . . $6
Instant Neutralize Poison . . . $8

Major Prayers
Cure Disease . . . $100
Dispel Possession . . . $100
Stone to Flesh . . . $100
Restoration* . . . $750
Great Healing . . . $1,000
Regeneration* . . . $1,000
Remove Curse . . . $1,000
Instant Restoration* . . . $2,500
Instant Regeneration* . . . $4,000
Resurrection* . . . $15,000


***

Note all spells are rolled against skill 15. Spells marked with * are one try.

8 comments:

  1. So you've added Instant Restoration and Instant Regeneration to the Cleric spell list? Or are those only available in town?

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    Replies
    1. We merged the Instant versions of spells with the regular spells:

      Merged Instant Spells

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  2. It must be a GURPS thing but the difference between neutralizing poison and curing disease is stark! In my mind these are similar afflictions and D&D tends to place them at similar levels of casting ability. Why is poison considered minor but disease is major?

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    Replies
    1. From the way I've seen it play it out? Poisons tend to be 'smaller' affairs, they deal damage or impair for awhile, then go away. It's very rare to have a Poison that is seriously fatal be sued against PCs, and when it is, it also tends to have long cyclical rates.

      Inversely, Disease tends to have nasty effects, severe penalties (up to -4 or -6), it tends to linger //until cured// rather than ending after so many cycles, and when they do damage they can be brutal (as mentioned, linger until cured/succefully save/die).

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    2. Cure Disease and Neutralize Poison really aren't that much different in energy cost to carry. They're different in price because this is in town - it's unlikely you'll be poisoned. PCs picking up some weird disease that they bring back to town is more likely, and I like the idea of charging a more-than-nominal fee to fix it. I don't actually expect any of the "minor procedures" to get paid for in town; in our games only one of them (Major Healing) was ever used even once. Those tend to be things you can fix on your own, or aren't a "return to town and fix" kind of issue.

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    3. "energy cost to cast" not carry.

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    4. Poison sounds like an under-valued condition in GURPS. Besides outright death, which is rare, venoms in the real world can debilitate for hours or days with pain, swelling, sepsis, paralysis, convulsions, fever, loss of the afflicted limb, ... The way they are used, I can see poisons being relevant immediately in the field and not so much in town based on how evileyore describes them.

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    5. I agree that in games in general, GURPS specifically included, that poison isn't as fearsome of a condition as it should be. I've been struggling with ways to make it more so without increasing the burden on track it so much that no one tracks it, and thus it's less threatening. I've ended up there several times despite several efforts. You know "Oh yeah, you should have checked for consequences for being poisoned, uhm, 5 times by now, but no one remembered." The alternative is old-school D&D poison: Save, and you're fine, fail, and bad stuff happens immediately. Neither is very attractive as a game rule.

      I do have some ideas I'm hoping to get down in a solid post later this week, though.

      Just note that getting, and casting, Neutralize Poison or using an appropriate potion cure isn't a big issue in my campaign, as well. People don't slog back to town and find out they're poisoned and suddenly need a magical fix; it tends to be obvious in the field. They do slog back to town and find out they have a disease. Or suspect that they have one and lack the time and resources to figure out what to and to fix it. Diseases tend to have longer cycles, so you can wait a bit to deal with it. Poisons don't. So the costs above don't reflect a GURPS or Felltower bias, just the reality of how game plays out. Even incredibly dangerous poisons can be cured by the PCs, while even incredibly nasty diseases sometimes only reveal themselves after the delver goes back to town.

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