09-27-2018, 02:56 PM | #311 |
Join Date: Dec 2017
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Re: HEAL spell?
Same. It would basically turn TFT into something that is still distinctive in its mechanics but that has a 'feel' similar to dozens of other fantasy roleplaying games. I already know what it is like to play a game where everyone gets patched up by magic between (or even within!) every encounter. I don't need another one.
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09-27-2018, 03:02 PM | #312 | |
Join Date: Apr 2018
Location: Idaho Falls
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Re: HEAL spell?
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I wan't TFT to feel like it did 40 years ago |
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09-27-2018, 03:25 PM | #313 |
Join Date: Aug 2004
Location: Hillsboro, Oregon, USA
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Re: HEAL spell?
You absolutely can! Most of the "new" rules are things that have been in the system since forever; most people have probably house ruled them the way they want them.
As far as I can tell, the only substantive changes are:
I'd say just keep house ruling things the way you always have. Ignore the new spells and new staff features, etc.
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09-27-2018, 03:54 PM | #314 |
Join Date: Dec 2017
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Re: HEAL spell?
The 'nearly dead' category is a pretty significant addition, as lots of combatants get off'd by just a couple of points. If you have a physicker handy, they will be patched up and ready to lose another fight before you can say 'evil hyperintelligent octopus' ten times fast.
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09-27-2018, 04:39 PM | #315 |
Join Date: May 2015
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Re: HEAL spell?
Other changes I'm noticing:
* The changes to moving through dead bodies seems to me a major good improvement/tweak to a detail that matters a lot in practice for those who play out a lot of multi-figure battles. * The (unconscious?) removal of the Changing Options line (in original Wizard p.5 and Advanced Melee p.4) saying that you can change option to Dodge or Defend any time before you've acted, if you have moved 1/2 MA or less, seems a pretty major change/mistake, to me. * Some of the new spells would affect play a fair amount. E.g. the minor glamour to get positive reaction rolls... I can see whole cities full of people using that... |
09-27-2018, 04:46 PM | #316 | ||
Join Date: Jul 2005
Location: Geelong, Australia
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Re: HEAL spell?
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Who's right? We both are! |
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09-27-2018, 04:53 PM | #317 |
Join Date: May 2015
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Re: HEAL spell?
Agreed. But I like the lack of a healing spell because it is the classic TFT way, and it is different rather than just being like almost every other magic RPG, and I know that way does work and is fun, and so... it means that new players will get the suggestion and rare experience of a fantasy game without a healing spell, which otherwise they would not get and mostly would never think to remove a published healing spell. (But many will think to add one.) I think the same goes for some of the other interesting differences from D&D-like games, such as no "clerics are wizards" content, and no "everyone gets piles of hitpoints with experience". If you added that stuff, almost no new players would ever think to remove it, and so they get the chance to see how a game can be without it, but they're free to make up such stuff if they really think they need it.
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10-01-2018, 03:34 PM | #318 | |
Join Date: Jan 2018
Location: Portland, Maine
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Re: HEAL spell?
Quote:
So even though these spells are well known as far as their capabilities, not very many wizards know how to do them. And even then, not many want the hassle of confronting Wizard Lawyers to practice it. How about that?
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10-01-2018, 04:02 PM | #319 | |
Join Date: May 2015
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Re: HEAL spell?
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10-01-2018, 05:03 PM | #320 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: HEAL spell?
Balanced Heal spell
Heal(S) The wizard pays 5 fatigue then spends one minute (12 turns) in casting while in physical contact (hands or staff) with the still living target. During the casting the target suffers no further damage from blood loss. At the end of the minute the wizard rolls and on a success the target recovers one hit of damage. The wizard may immediately perform another casting so that the target suffers no blood loss. This spell doesn't regrow missing parts. See the regeneration spell for that.
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