06-20-2018, 08:15 PM | #251 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: HEAL spell?
It's the important point. Yes, a badass fighter with healer support is better than one without. A badass fighter with lots of other sorts of support is also better than one without, and in fact many of those support options will be superior to healing at the ratios of this spell.
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06-20-2018, 08:36 PM | #252 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Heal spells and -2 DX for stunning.
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I tend to agree with you here. I think that the point Skarg was trying to make, was fast healing allows combat buffing. If the party is made of a high level guy who can deal out at lot of damage, and everyone has a fair bit of armor (so damage is being done slowly), then buffing the big guy with healing is a big deal. The big guy does not necessarily have to have a lot of magic for this situation to arise. (And for that matter, if both sides had a big guy with equal magics, it could happen.) However, such situations come up pretty rarely, in my experience. But fast healing brings up other questions. If I take 5 hits (so I'm stunned at -2 DX), and I get healed for 2, am I still stunned? We never needed this rule before. Wizard will be wanted to drop a healing if someone is at permanent negatives. Warm regards, Rick. |
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06-20-2018, 08:40 PM | #253 | |
Join Date: Nov 2010
Location: Arizona
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Re: HEAL spell?
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Why should you, or anyone else for that matter, care what anyone else does in their game? Why this need to "police" the issue so much? If you don't allow it in your game, I certainly don't plan to get all up in your face about your choice. After all, it's your game, isn't it? Why, then, this intense desire to force everyone to play your way? |
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06-20-2018, 08:40 PM | #254 |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Anti Magic zones and healing debuffs.
Hi all,
With fast healing, TFT has gained new tactics. Healing the big guy who is doing the heavy damage. Healing guys who are stunned. Healing guys who are at permanent negatives. An area spell that stops all magic in an area is now increasingly useful. A cheaper spell that stops all healing magics in an area would be very handy. Anyone want to take a crack at some healing debuff spells? Warm regards, Rick. |
06-21-2018, 07:35 AM | #255 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: Anti Magic zones and healing debuffs.
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In July of 2013 I took over the Thail TFT pbem game that Dave Seagraves had been running. I had a very experienced character 'Flinch' in it. Flinch had no combat talents, but was a combat monster. (That is another story.) Anyway, he was the leader of the "Company of Adventurers", and I had a story that would eventually take 37 months to complete. But I had a problem, Flinch was the leader of the adventuring group, and I was the GM. I would be just dumb to try to run the party while also GM'ing, so I needed to get rid of my character. I had Flinch get shot in the face by a cursed crossbow bolt. They pored healing salves on the wound and had Flinch drink healing potions. The wounds would heal for a second and then reopened!!! The party had never had to deal with such a thing. They panicked a bit, how do you heal serious wounds without magic??? Then they hauled him to a healer's who removed the crossbow bolt and cauterized the wound thru his mouth and nasal cavity. (Flinch, never pretty, got a lot uglier then.) Flinch's shattered face promptly became infected, and the ship to go into enemy territory was leaving in a couple days. Dan Nicolson's character, Simon, took over control of the party, and they went on to glory. *** Tho none of the players knew it, the cursed crossbow bolt had this spell cast on it: IQ 13 S Weapon of Vitiation Cast on a weapon, it enchants all wounds that are made with that weapon so that they may not be healed by magical means. This includes healing potions, the various healing spells, Revival spells and it prevents Cleansings on wounds that become infected. Wounds made by this weapon must be healed naturally at the normal rate. Casting a Dissolve Enchantment on a wound made by this weapon, will allow magical healings to occur for that wound only. The enchantment on the wound ends when the wound heals naturally. This spell calculates DX adjustments and range like thrown spells (but is not affected by the Thrown Spell talents). This spell will last on a weapon for 1 week or until the first time a sixteen or higher is rolled. This spell is an enchantment so it is affected by the Rule of Five. The cost of the spell doubles for each previous enchantment on the weapon. Cost: 7 fST + 7 fST / week *** When magic gives you a problem, it is traditional to have magic give a solution. Warm regards, Rick. |
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06-21-2018, 07:56 AM | #256 | |
Join Date: May 2018
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Re: Anti Magic zones and healing debuffs.
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06-21-2018, 09:04 AM | #257 | |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: HEAL spell?
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On your second point, my answer is similar to the first; we're discussing whether there should be a Healing Spell in the new edition. To that extent, I want to express my opinion, but only in so far as it relates to the new rules, because my current thinking is that I'd rather they don't change in this respect. What you, or anyone else does with the game after that is entirely up to you. I'm not sure where you got the idea that I'm trying to tell you what to do. Steve has asked us what we think of including the new spell and we're telling him. Ultimately he will make the decision. We can house rule to our hearts content after that. |
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06-21-2018, 09:35 AM | #258 |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: Anti Magic zones and healing debuffs.
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06-21-2018, 12:09 PM | #259 | |||||||||
Join Date: May 2015
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Re: HEAL spell?
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And I don't mind combat buffing anywhere near as much as I mind combat healing. Blur and Stone Flesh someone with spells - OK, at least you're using wizard ST, and we can try to avoid him or counter that - it's using combat magic that does something in combat. But having serious wounds vanish has been overdone in so many games, and having played traditional TFT where magic healing is a big deal and mostly limited, rare, expensive and/or not available, I have a great appreciation for what play is like when wounds can be lasting and you need to deal with that and not blink it away. The conversation gets a bit messy though because as we covered a few pages ago, there are many different levels of magic healing possible, starting at original TFT's level of maybe sometimes a weak healing potion (category A), on up to serious wounds can all go away between fights (category D). I don't mind level A or B (magic can speed healing and heal minor wounds, but serious wounds still need some days to heal unless you have a lot of healing potion), but don't enjoy playing at level C (a whole badly wounded party can heal completely in a day or two using magic). Quote:
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However, I agree with Chris that TFT's lack of a healing spell is an interesting and unique quality, and that playing without it gives players an interesting (and rare in RPGs) experience. Simply adding a healing spell would remove that experience for many new players, and I agree that seems a shame to me. Yes, players can of course play however they like, but the assumption of such a spell's existence or absence impacts the assumptions of many other aspects of play, and those will either mess with the existing sections, or those sections need to be adjusted or (hopefully) be written to mention how the existence or absence of a healing spell would affect those areas. (e.g. healing potion cost/effort/effectiveness, adventure balance, and other costs and practices and mentions of people needing to take time to heal or not, or what people's tactics and strategies and capture/kill policies would be like.) |
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06-21-2018, 12:36 PM | #260 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: HEAL spell?
I wouldn't have any issues with making the spell either not castable in combat, or not useful in combat, nor with limiting total daily healing. For example:
Regeneration (T): accelerates the subject's healing. Lasts 1 hour per 3 ST the wizard uses to cast it. Heals the subject by 1 ST per hour. Cannot be stacked. However, I don't think the spell as proposed would dramatically affect combat, it's mostly what you call category D even if it's castable in combat because you generally won't cast it in combat. |
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