This is a tough question from my point of view. The first consideration is that elementals are usually considered to have the homogenous body type. That means no vitals or damage multipliers, but it also means to me that the elementals hit points only reflects volume and geometry. Considering that Gurps abstracts out precise hit locations that means the geometry side of it should indicate a die roll of damage. However the volume part of the consideration means you need to consider the percentage of the elemental transmuted. Since an elemental can be affected by normal weapons I would say you can rule out the idea that the elemental just shrinks in size (with corresponding reduction in hit points and strength) - again the elementals geometry seems to matter.
Another thing to consider is the play balance idea. You have to make sure your spellcasters keep within they play balance of your world. According to fairly standard Gurps magic a spell generally does around 1d of damage per fatigue point spent. However since the transmutes are not really intended to be damage spells and have other applications this may not apply. So my initial thoughts would be that the spell requires a HT based resist roll from the elemental, then if failed destroys a percentage of the elementals hp equal to the percentage of the total volume of the elemental plus 1d-2 damage per FT spent on the spell to reflect disruption of the geometry of the elemental. Criticals would effect the second set of damage but not the first. However I believe this would be exceptionally cumbersome in play (first you have to find the volume of the elemental then it gets easier). If a player attempted this in my game I would probably just have it do 1d in damage per FT spent for a quick playable solution. All in all I would say you need to ask yourself several questions to determine the answer to this: Is an elemental homogenous? (Does it have vital points) Does an elemental simply shrink if damaged, or does it fall apart? (Does geometry and hit location matter) Will this application of the spell tip the play balance of my campaign? (Will it give unfair power to some characters rather than others) How important is realism versus playability for this case? (Is it more fun to have a quick solution, or more important to have an accurate one) I don't know if the spells themselves or if Krom's notes have any info on this but I am away from my copies of both right now. It would be interesting to see others viewpoints on this topic. Clint "GEB on CdF" <[EMAIL PROTECTED]> Sent by: [EMAIL PROTECTED] 03/16/2006 03:11 PM Please respond to The GURPSnet mailing list <[email protected]> To To "The GURPSnet mailing list" <[email protected]> cc Subject Re: [gurps] Damage to elementals Caterpillar: Confidential Green Retain Until: 04/17/2006 Retention Category: G90 - General Matters/Administration I would post again the request... anyone could suggest a point of view ? Tks GEB ----- Original Message ----- From: "The Geb" <[EMAIL PROTECTED]> To: "The GURPSnet mailing list" <[email protected]> Sent: Sunday, March 05, 2006 6:40 PM Subject: [gurps] Damage to elementals Anyone have idea on how much damage do the spell "Earth to Air" to heart elemental ? There's a rule/description/something-like-that describe this use of the spell ? (Destroy Air, an area spell, does 2d to Air Elementals, for example...) GEB _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
