Thread: HEAL spell?
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Old 05-29-2018, 05:46 AM   #17
David Bofinger
 
Join Date: Jan 2018
Location: Sydney, Australia
Default Re: HEAL spell?

My feeling is that starting out with a proposed rule is the wrong way to start. We should ask instead, what are we trying to achieve?

With standard TFT rules a serious injury to a character, say seven points of damage less two from Physicker, might take ten days of rest to recover. Wounded characters are incapacitated in the sense they shouldn't be trusted adventuring, other characters are not incapacitated so either they sit idle or get roll-per-week jobs or leave the casualty behind, none of which is a great option.

With the spell provided the situation is the same if the party lacks the Heal spell, presumably because they lack an IQ 14 wizard. If they do have the Heal spell available then a serious injury becomes something that can be completely fixed in four hours (less with Aid). During that time the wounded character, the wizard and anyone providing Aid are all incapacitated. That seems pretty close to the "self-sufficient party" Steve mentioned.

Now I don't know what the objective is but neither of these strikes me as ideal. The idea starting parties get totally crippled by injuries then as soon as the wizard hits IQ 14 they're enormously better off seems ugly. That might be fixed by having a hierarchy of healing spells that get more effective as IQ rises.

But what do we want? Do we want a game where wounds are a trivial issue as long as we don't die? Or a game where wounds take us out of play for a while? Or a game where we can keep going for a while on healing and then we have to stop? Or a game where we can keep healing but doing so causes a deterioration in something else gradually until we have to stop. We have to decide this, and then we can write the rules.
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