06-13-2018, 05:40 AM | #181 | |
Join Date: May 2018
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Re: HEAL spell?
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A master physicker has the potential to heal WAY more damage than that per day. It just depends on how big the group is and how many combats they have. The Death Tests have from 11-15 combats or so and allow 15 minutes of rest per room. For a group of 3 or 4 characters, a physicker could potentially heal 9 damage per room potentially healing a whopping 135 points of damage in one day. This is for Death Test, course: probably more combats than a group would normally see in one day but physicker's are also artificially limited to healing only three times per combat, so a fourth injured group member is out of luck. Something tells me, though, that dungeon-heavy adventures will have a lot of combats :). |
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06-13-2018, 09:35 PM | #182 |
Join Date: Dec 2017
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Re: HEAL spell?
Wow! This thread is FULL of ideas. I'm looking forward to testing some of them next time my brother and I get together for some online TFT.
I saw one or two brief, peripheral mentions of permanent limb damage. I'm not suggesting this for the basic rules, but my RPG campaigns are likely to feature crushed or removed arms and legs, lost fingers, ruined eyes, etc. That seems like a nice balance to some of the "easier" magic healing. "My hand! Why didn't you fix my hand?" "Sorry, Clive. The troll ate it." |
06-14-2018, 12:17 AM | #183 | |
Join Date: May 2015
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Re: HEAL spell?
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And a master physicker generally means a non-wizard had to take IQ 14, which in Death Test means a fighter spent 4-6 points in IQ rather than ST + DX (or an IQ 14 wizard skipped 8 spells to be a physicker), and you can only take 4 figures into Death Test. With the healing spell, it means you took a wizard at IQ 14 and took the healing spell, which doesn't detract from your combat ability (well except in that Death Test it only lets you rest 15 minutes so your spell use needs to be rationed - in campaigns there are often hours or days between combats). If Anders gets skewered for 11 points of damage, a master physicker can heal 3 to bring that down to 8... and that's it. Barring magic, that character is now actually seriously injured and wants 16 days of bed rest. But if there's a magic spell that says nothing about already-treated wounds, those remaining 8 points can be zapped up pretty quickly, especially if there are people with Aid available - with enough, he can be fully healed immediately. If Anders is a combat monster, that's a very powerful effect. |
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06-14-2018, 12:23 AM | #184 | |
Join Date: May 2015
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Re: HEAL spell?
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06-14-2018, 12:53 AM | #185 | |
Join Date: May 2018
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Re: HEAL spell?
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06-14-2018, 12:56 AM | #186 | |
Banned
Join Date: Mar 2018
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Re: HEAL spell?
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Seriously, those Aimed Shots and Optional Hit Location Rules in our experience were devastating. The only time we used them was for enhanced dramatic purposes; and on a *very* limited basis, and *only* when it served to add excitement and color to the story - because putting a crossbow bolt through the Goblin King's throat, just after he croaks-out: "Destroy the Surface-Dwellers!!" is just too cool! JK |
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06-14-2018, 01:01 AM | #187 | |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: HEAL spell?
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But Healing has the excellent feature that it will reasonably quickly remove all damage short of death. Physicker removes some damage very quickly but it's only a complete solution if the wounds are minor. The breadth of problems it can solve makes Healing a huge change: in my opinion a mostly desirable one. |
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06-17-2018, 02:25 AM | #188 | |
Join Date: Jul 2005
Location: Geelong, Australia
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Re: HEAL spell?
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If you do, maybe you could make it 4d6, 5d6 etc for subsequent casting on the same individual in the same 24 hour period? In GURPS I think you have minuses which have the same effect. Yes, this makes logical sense. |
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06-17-2018, 03:13 AM | #189 | |
Join Date: May 2018
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Re: HEAL spell?
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06-17-2018, 12:31 PM | #190 | |
Join Date: Nov 2010
Location: Arizona
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Re: HEAL spell?
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