06-01-2018, 01:00 AM | #81 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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I like desperate attempts to escape the dungeon.
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Very few people are arguing for that, so I think it is likely no one will bother to answer your dramatic plea. I was not going to, but then I decided that I have a iron in this fire, so here goes... Steve Jackson has said that he is thinking of putting a "spend fST to heal wounds" spell into the game. Let's say it heals two points of damage. That is 4 days of healing, or 96 hours. If you can rest 1.5 hours to regain the fST for the spell, then you have a 64 fold speed up in healing. For many situations in a dungeon, the players can spike themselves into a a room, regain fST and heal themselves up completely. For severe wounds (or an active, organized enemy in the dungeon), heading for home might still be the best option. Note that there are no real limitation on this spell, you spend 3 fST and get 1 damage back. Repeat as often as you like. BANG. Healing in TFT is now easy. Given that is what is likely coming down the line, people have been debating how effective the spell should be. I think David B. alone has suggested making the healing spell much more effective than that 64:1 ratio. (And making it available to parties with lower IQ spells.) He has been up front about why people might want to do this. If you want to know why he is suggesting this, you only have to read his posts. To be fair to David, he started off saying that he thought that Steve J. healing spell was going about healing the wrong way. Then later, David said, if TFT is in fact going to this model (where player take damage in a fight, then quickly heal up so that they can get to the next fight), then embrace this model and do it right. I've seen several TFT campaigns where GM's have added POWERFUL healing spells, so a number of people seem to like this style of play. *** But I certainly have not been arguing for that style of healing. If you have read my spells, they speed up natural healing. Instead of taking a couple weeks, it takes a few days (for the low end spells). And if wounded PC's are down just a point or two, they can keep on adventuring and still heal. (You don't have to worry about that jumping over a log will tear open your stitches.) People wounded in one of my dungeons, would certainly still want to escape. But then, I designed my spells to NOT kill the drama. Warm regards, Rick. |
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06-01-2018, 01:56 AM | #82 |
Banned
Join Date: Mar 2018
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Re: I like desperate attempts to escape the dungeon.
Rick, very few, if any of us, are interested in arguing.
While I was pleased to read your response, although I still don't understand why there is an aversion to simply retreating from the Labyrinth while still able to do so, versus adding a Healing Spell to the system - that is the question I am seeking clarity on. As I stated, some of the greatest TFT dramas I have ever experienced came about while running for the safety of the surface; hoping to make it out alive, and not run into anything along the way - because we didn't have a wizard who could heal us further. Even the Monty Python guys were good with "run away! run away!" ;-D JK Last edited by Jim Kane; 06-01-2018 at 05:44 AM. Reason: Truncation |
06-01-2018, 04:41 AM | #83 | |
Join Date: Aug 2004
Location: Carrboro, NC
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Re: HEAL spell?
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Some folks enjoy a more realistic world, and some trade what they see as tedioum a for less realistic, but more appealing approach. Folks roll different. |
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06-01-2018, 08:48 AM | #84 | |
Join Date: Feb 2018
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Re: HEAL spell?
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06-01-2018, 12:14 PM | #85 |
Join Date: May 2013
Location: Tyler, Texas
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Re: I like desperate attempts to escape the dungeon.
Must...resist...urge to quote Monty Python skit...
Ngggaahhhh...partial fail. https://www.youtube.com/watch?v=Lvcnx6-0GhA |
06-01-2018, 12:41 PM | #86 | |
Join Date: Mar 2018
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Re: HEAL spell?
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It's always been easy for GMs who want their players to be able to heal between battles to add in all kinds of magic items and house rules. But for us old farts who imprinted on Death Test, it will be way harder to go the other way and take out healing spells once they have been officially added. LOL to remember our gratitude at finding that "super charged" healing potion in Death Test -- 3 sips at 1 pt per sip, was that it???!? |
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06-01-2018, 01:19 PM | #87 | ||
Banned
Join Date: Mar 2018
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Re: HEAL spell?
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JK Last edited by Jim Kane; 06-01-2018 at 02:42 PM. Reason: Typo |
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06-01-2018, 01:27 PM | #88 | |||
Join Date: Nov 2010
Location: Arizona
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Re: HEAL spell?
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So, at that point you have to start creating deus ex machina types of things (oh, look, a timely healing potion), ro paying the orcs extra stupid, or nerfing them so the group can proceed a bit further, etc., etc. -- all of which don't actually pass the common sense test in a dungeon you're trying to play "realistically" (that is, the way such a creation would be run by...well...you or me, were we in charge of it). Quote:
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In short, I prefer to set the pacing myself, rather than have the rules do it for me by forcing month-long pauses for injury recovery... Which is why I created the Talent MEDIC (heals one point immediately, and allows the Physicker to do his schtick later without prejudice) and a minor healing spell very much akin to the one Steve is proposing, in order to let the players play instead of calling the night's session after an hour of play so everyone can crawl back to the local healer's office and start the lengthy process of healing up again. |
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06-01-2018, 01:31 PM | #89 |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: HEAL spell?
JLV, I pretty much agree with all of that.
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06-01-2018, 02:33 PM | #90 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: HEAL spell?
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