06-17-2018, 12:37 PM | #191 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: HEAL spell?
Making DX a free dump stat for wizards, and letting them use lots of armor because who cares if AdjDX is 4, has definite balance issues.
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06-17-2018, 12:45 PM | #192 | |
Join Date: Jun 2018
Location: Cidri
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Re: HEAL spell?
Quote:
Anyone have any thoughts on some nasty critical failure results for a Heal spell? Yours, in rascality, Tolenkar
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Yes, I know Tollenkar is misspelled. I did it on purpose. Apparently, I purposefully misspell words all the time... |
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06-17-2018, 12:54 PM | #193 | |
Join Date: May 2018
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Re: HEAL spell?
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06-17-2018, 01:08 PM | #194 |
Join Date: Nov 2010
Location: Arizona
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Re: HEAL spell?
Except, of course, they still need to be able to walk and chew gum at the same time ("Oops, you slipped on that banana peel and fell off the bridge -- roll 8d6 for damage since you fell umpty-dozen feet"), and that the rules specifically limit their ability to wear "lots of armor" because it interferes with their spell-casting ability; but yeah, otherwise you're right.
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06-17-2018, 04:12 PM | #195 | |
Join Date: May 2015
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Re: HEAL spell?
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I like systems where moderate use is mostly safe, but the more you push it, the riskier it can get, and you can't entirely rule out serious complications, so it gets used when needed but shouldn't be over-used. There are so many possibilities... but it's yet another play style preference category - the people who want a super-fast healing spell don't tend to want their buzzsaw to include medical side-effects... |
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06-17-2018, 05:06 PM | #196 |
Join Date: Nov 2010
Location: Arizona
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Re: HEAL spell?
One of the things mentioned on this forum in the past has been a "magical backlash table" for exactly this kind of effect. There was one published in the Space Gamer eons ago that was pretty good. I've always liked that sort of thing too. I think magic should be dangerous! I mean, you're messing with powers that "man was not meant to know" when you start zapping people and teleporting and all that sort of thing...
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06-17-2018, 07:13 PM | #197 |
Banned
Join Date: Mar 2018
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Re: HEAL spell?
I agree that this idea does have an exciting appeal; however, we are not completely without this same effect, as represented by the Critical Failure(s) at 16, 17, and 18. Impromptu creativity on the part of the GM on describing how those failures manifest in the game may be the better place to look for improvement without altering the rules-set. Perhaps a sub-table of random prescribed typical-hazardous-effects incurred for when a Critical Failure occurs for a Wizard would be a solution.
JK |
06-17-2018, 11:31 PM | #198 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: HEAL spell?
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I totally agree. That said, I like that the higher IQ spells are more dangerous than the lower IQ spells. However, doing so adds complexity... Warm regards, Rick. |
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06-18-2018, 12:06 PM | #199 |
Join Date: Aug 2004
Location: Baltimore, MD
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Re: HEAL spell?
I'm confused--when did HT get separated from ST? I thought damage was done straight to your ST, and a Wizard's use of ST to power spells was basically the same. What am I missing?
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06-18-2018, 12:19 PM | #200 | |
Join Date: May 2015
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Re: HEAL spell?
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(A common house rule is also to not have wizards die unless their actual wounds go up to ST, not wounds + fatigue, but that's not what the original rules say.) |
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