06-21-2018, 01:26 PM | #261 | |
Join Date: Nov 2010
Location: Arizona
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Re: HEAL spell?
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What I'm really trying to say (and expressed poorly above) is; "Why not give it a chance and see how it works?" There's a lot of opposition here, and from what I can see it's mostly based on those min/max players that do crop up from time to time, and on a strong feeling that "it isn't TFT the way I remember it!" Both of those are valid concerns, but remember, we are hopefully getting a game that will appeal to a whole new generation of gamers, who don't have our experience or fond memories of the original system, and many of them will want healing spells of some kind. All I'm saying is that I don't see what the big deal is about putting the spell out there. If I don't like it, I don't have to use it, but a lot of people will want to, and that's okay by me. (Actually, if I'm going to be completely honest here, depending on how the Spell looks in it's final form, I may nerf it anyway so that it converts "healing wounds" to "changing wounds to fatigue damage" instead. That tracks with most of the Fantasy/Sci Fi books I've ever read that discussed the topic -- most of the energy for healing comes from the patient, and afterwards, he/she needs a heck of a lot of rest (and probably a ton of food and water) to recover fully, so that idea makes a LOT of sense to me.) |
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06-21-2018, 01:32 PM | #262 | |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: HEAL spell?
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06-21-2018, 01:53 PM | #263 | |
Join Date: Sep 2005
Location: Arizona
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Re: HEAL spell?
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If healing magic takes significant time to cast that or the effect is outside the scope of combat (1ST/hour or longer) then that's not a game breaker. At least not more than having a Master Physicker in the group. Even having an in combat touch spell that mearly brings a character to ST1 (and unconsious) and will not die from bloodloss, but still counts as 'treated' in respect to physickering would be OK as it still requires someone to do something other than make an attack for at least 1 turn of combat, maybe more. What we don't want is some cleric casting Cure Serious Wounds 6 times in combat from as far away as 10 hexes without a roll 'to hit' and basically refiving the super soldier over and over to aid his march of death through the enemy ranks.
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06-21-2018, 02:01 PM | #264 |
Join Date: Sep 2005
Location: Arizona
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Re: HEAL spell?
Make Well (S) [10]: This ritual must be performed in a sactified area (in a church or holy site at least neutral to the deity providing the spell or an area where Sanctify has been cast), requires $150 ci, and 5 hours. On a successful roll, the subject is completely healed of all wounds as well as curting diseases and and expunging poisons.
The effects of a failed roll may be nothing and a critical might mean character death, depending on the deity. Definitely not an in combat spell and it requires that the wounded person be moved to a santified location or someone able to sacntify that location for the duration of the casting.
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06-21-2018, 02:14 PM | #265 | |
Join Date: Nov 2010
Location: Arizona
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Re: HEAL spell?
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And I have to say "me too!" about both the tinkering and the getting back to my roots (playing the original game) part. It's been an absolute blast playing some good old fashioned Melee and Wizard fights again... (I feel like I'm 18 again, and that was 40 long years ago!) And, yep, exactly my feeling again about playing the RAW when I finally get the latest version in my hot little hands -- but that doesn't mean I won't start tinkering around again too (because I literally can't stop myself)! Still, I'll want to see how things interact BEFORE I launch any major surgery on anything. Last edited by JLV; 06-21-2018 at 02:18 PM. |
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06-21-2018, 10:03 PM | #266 |
Join Date: Aug 2004
Location: In the UFO
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Re: Anti Magic zones and healing debuffs.
My main issue with Healing spells is that it will strongly encourage players to have a "party healer" who saves up all his ST for healing and doesn't get to have as much fun playing the game as a result.
Healing magic is "in genre" and a spell that costs just a few ST and puts someone into a healing trance where they recover at 2-4x the usual rate would let you create a "cleric" type character who does a bit of between-fights healing in the "downtime" without the D&D flaw of relegating someone to be the no-fun combat medic. To keep players alive, a "die at negative ST" rule is probably the best solution. If we haven't replaced "die at 0 ST" (if SJ has done so, I missed it), we should!
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06-21-2018, 11:19 PM | #267 | |
Join Date: Sep 2005
Location: Arizona
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Re: Anti Magic zones and healing debuffs.
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Based on the game, every character is a Priest, being the Chosen of the Gods in this epic quest they are currently on and their prayers do have positive results, just not in the form of healing or protection. The Mother of All does not coddle her children...
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06-22-2018, 12:32 AM | #268 | |
Join Date: May 2018
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Re: Anti Magic zones and healing debuffs.
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06-22-2018, 01:29 AM | #269 | |
Join Date: May 2015
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Re: HEAL spell?
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I like your Regeneration spell a lot better. It's still unlimited and amounts to up to 24 healing per day per patient, so it's category C. Even more, I'd like SJ's initial version well enough IF something limited it to at most 4 or 5 points (maybe 3, or 4 if the caster knows Physicker or 5 if Master Physicker) AND that it can only be cast on untreated wounds, and casting it counts as treating the wound, so it can't be stacked with Physicker or other castings, so people can still have lasting wounds when they get hurt badly enough. |
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06-22-2018, 03:52 AM | #270 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Anti Magic zones and healing debuffs.
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It's worth considering what issue healing is intended to address, though. It could be thought of as tactically interesting (though IME it generally isn't), but I think the usual reason is because it lets you have more challenging fights that don't bring the adventure to a halt. RPG combat tends to follow lanchester's square law, meaning a 4 on 4 fight (with characters on both sides equal) is a coin-flip and likely results in major wounds to the winning side, a 4 on 3 fight averages to the side with 4 taking 2 casualties, 4 on 2 averages 1 casualty, 4 on 1 averages 0.25 casualties. If your adventure plan is 'fight, fight, fight, boss fight', and we know the boss fight is going to be 3 characters (or the equivalent), absent healing, the first three fights all need to be 1s, because if any of them is a 2 the PCs probably don't reach the boss fight with enough strength to win. With healing, each preliminary fight can be a 2. However, there are means other than healing spells to allow PCs to make it through multiple moderately challenging fight. For example, you could introduce active defenses (block, dodge, parry) that cost fatigue, meaning the likely outcome of a fight is taking a bunch of fatigue damage but no actual wounds. |
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