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Old 06-03-2016, 08:40 PM   #1
Tallor
 
Join Date: May 2016
Default Dungeon Fantasy Q: Deafness and Blindness

Afflicting a character with some inconvenience can really alter a battle in spectacular ways. A paladin in plate may find it hard to hit a witch after being hit with an Itch spell!

And of course there are more dangerous, long term afflictions, such as flashes of light causing blindness, or thunderclaps causing deafness. Is it fair to allow a universal rule of "this isn't permanent" and leave it be?
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Old 06-03-2016, 08:43 PM   #2
Ulzgoroth
 
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Default Re: Dungeon Fantasy Q: Deafness and Blindness

That would be a big benefit to PCs relative to following rules as written when they imply permanent effects. Remember that healing magic means that permanent bodily harm generally isn't that permanent.
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Old 06-03-2016, 09:09 PM   #3
Tallor
 
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Default Re: Dungeon Fantasy Q: Deafness and Blindness

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Originally Posted by Ulzgoroth View Post
That would be a big benefit to PCs relative to following rules as written when they imply permanent effects. Remember that healing magic means that permanent bodily harm generally isn't that permanent.
But not every healer has Restoration--it's a Very Hard spell, and costs 15 FP!
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Old 06-03-2016, 10:05 PM   #4
simply Nathan
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Default Re: Dungeon Fantasy Q: Deafness and Blindness

Here's a post to look at and consider: http://forums.sjgames.com/showpost.p...56&postcount=5
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Old 06-03-2016, 10:32 PM   #5
Ulzgoroth
 
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Default Re: Dungeon Fantasy Q: Deafness and Blindness

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Originally Posted by Tallor View Post
But not every healer has Restoration--it's a Very Hard spell, and costs 15 FP!
Being Very Hard doesn't make much difference, though something (increased IQ or Power Investiture will do nicely) to boost it to 15 for the cost reduction may come in handy. 15 FP is slightly challenging, but a cleric starts off with 12 FP. You can make up one point of the difference by having the spell at 15 or better, and a power item (strongly recommended) can quite easily cover the extra margin.

(If you don't have anything, you might be able to cast it anyway by overdrawing your FP, though I don't remember what exactly the rules on that are.)
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Old 06-04-2016, 01:38 AM   #6
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Default Re: Dungeon Fantasy Q: Deafness and Blindness

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Originally Posted by Ulzgoroth View Post
(If you don't have anything, you might be able to cast it anyway by overdrawing your FP, though I don't remember what exactly the rules on that are.)
-1 to the roll for every HP you have to draw.
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Old 06-04-2016, 02:33 AM   #7
Ulzgoroth
 
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Default Re: Dungeon Fantasy Q: Deafness and Blindness

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Originally Posted by evileeyore View Post
-1 to the roll for every HP you have to draw.
That's what I thought it was...that's fairly tolerable, as long as you don't have to draw more than a couple HP. Not ideal, but it would usually work if you couldn't spare the power item points and had to do it.
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Old 06-04-2016, 08:04 AM   #8
starslayer
 
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Default Re: Dungeon Fantasy Q: Deafness and Blindness

As well, almost any effect that COULD be permanent is an HT save. Df adventurers generally have good HT scores so permanent crippling should be rare.

As mentioned they party healer really should have;
Lesser healing
Major healing
Great healing
Restoration

They should also be starting a game with a 10+ point power item, so they can do a few restorations before having to do anything as scary as spending hp.
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