06-11-2018, 08:23 PM | #171 |
Join Date: Dec 2017
|
Re: HEAL spell?
I'm with JLV, I like the spell. If you don't want to use it then don't, easy solution. But there is some of us that would like to have the option.
|
06-11-2018, 09:27 PM | #172 |
Join Date: Nov 2010
Location: Arizona
|
Re: HEAL spell?
And that's exactly the way I feel about it. I want the option there. If it isn't used by some folks in their game, no problem; I'm not the "you must play my way, or else" police. But I LIKE the idea of a healing spell and really hope it's put in there.
|
06-12-2018, 12:53 AM | #173 |
Join Date: May 2015
|
Re: HEAL spell?
Again:
If the healing spell gives you 3 or so points of healing per IQ 14 wizard per day, that's one thing, and would be a great benefit above what's possible in the existing rules. But if there's no limit other than fatigue, then every IQ 9 person with the Aid spell can add their ST plus rest up to 64 more ST points per day, and suddenly the 3:1 healing spell means up to about 24 points of healing per day per caster including the IQ 9 people with Aid. This makes a massive difference in healing rates. Most parties will be able to heal up most injuries in one day of their healing wizard resting. Certainly if they have people with Aid helping out. People without that will still have to rest for days or weeks. Meaning everyone risking injury REALLY wants to have such a wizard, or they're at a massive healing disadvantage. It also makes sense if you do have a strong commando unit and want to plow it through a stronghold, to have a bunch of doofuses along with the Aid spell, so you can get tons of healing immediately after each combat. Suddenly, competent strike forces with enough resources will look like a team of fighters, at least one healing wizard, and a mob of expendable people with the Aid spell who are effectively reusable walking healing potions that have to be fed, and by the way could also cast some Aid for other purposes. It becomes a fiddly and odd but VERY effective tactic. And, any published adventures and campaign materials should be written with this sort of exploitation of a healing spell in mind, or not, because the balance of many adventures would be very different if this is available or not. |
06-12-2018, 03:05 AM | #174 | |
Join Date: May 2018
|
Re: HEAL spell?
Quote:
|
|
06-12-2018, 10:52 AM | #175 |
Join Date: Nov 2010
Location: Arizona
|
Re: HEAL spell?
Simple solution: Rule that the Wizard can only cast it a few times a day. Problem solved.
|
06-12-2018, 11:11 PM | #176 |
Join Date: Jan 2018
Location: Sydney, Australia
|
Re: HEAL spell?
I think an important difference here is that Kirk assumes that after the healing rules are introduced the battles will be no more difficult than they were before, and therefore risk and consequences of battles will be less. Whereas I think the GM, knowing the players can quickly recover from damage, will make the fights harder and more damaging than the GM otherwise would, so that battles result in more danger and less nuisance.
|
06-13-2018, 12:53 AM | #177 | ||
Join Date: May 2015
|
Re: HEAL spell?
Quote:
Quote:
One thing you can do is add characters to your party to soak some losses, and have a bit of attrition that way. |
||
06-13-2018, 03:39 AM | #178 |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
|
Re: HEAL spell?
|
06-13-2018, 03:56 AM | #179 | |
Join Date: Nov 2017
|
Re: HEAL spell?
Quote:
Besides, its so easy for a TFT character to get one-shotted that a healing spell hardly breaks the game. |
|
06-13-2018, 05:23 AM | #180 | ||
Join Date: May 2018
|
Re: HEAL spell?
Quote:
1) Heal takes an action to cast so if someone keeps damaging a character and a wizard keeps healing them, the damage occupies both the wizard and the victim (potentially with reactions to injury). So temporary damage has an additional tactical impact, it doesn't bring people as close to death but it makes wizards "miss their turn". 2) Wizards don't have infinite ST and Heal is expensive. Damage will now create difficult choices for wizards that weren't there before. 3) Don't think that this is just a benefit to the players: enemy spell casters will definitely have Heal and that will help deplete wizard resources even more by extending duration of damage production. 4) Out of combat healing will most likely still be necessary because of the above dynamics. If a GM wants to up the challenge, they can ambush the characters before the physickers can finish healing them or before the wizards can regain enough ST for more Heals. Of course only play testing will reveal the truth of this but I think it's likely. |
||
|
|