Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > Dungeon Fantasy Roleplaying Game

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 03-25-2018, 12:53 PM   #12
evileeyore
Banned
 
evileeyore's Avatar
 
Join Date: Jul 2006
Location: 100 hurricane swamp
Default Re: Cleric Healing and Healing Potions curiosity

Quote:
Originally Posted by ArchonShiva View Post
Have an imp weapon that can reliably cause 0 damage. Inflict a wound on a DR0 body part, it will inflict 1 HP of damage.

Cast Stop Bleeding, which gives back 1d6-3 (min 1) for 1 FP (costs zero with skill 15).
Yeah... expect to whacked with a rolled up rulebook if you try to pull that one... :P



Quote:
Originally Posted by Mister Negative View Post
It's more that the casting penalties for repeated spells make the PCs nervous about getting injured again. So we either go to the '1-encounter adventuring day', which was bad enough to avoid in Pathfinder and 4e, or we stock up on potions
Why is your Cleric not rolling in the door with a casting skill of 18 (that gives an easy 3 casting per person per day)? And then exping up to a skill of 21 asap?
evileeyore is offline   Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 12:48 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.