06-23-2018, 01:54 PM | #281 | |
Join Date: Nov 2010
Location: Arizona
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Re: HEAL spell?
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06-23-2018, 02:06 PM | #282 |
Join Date: May 2018
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Re: HEAL spell?
I was thinking that once you go negative, you only have a limited number of turns left to live, say 5 turns, unless someone with at least First Aid spends an action to "stabilize" you (get your body situated so you can breathe properly, etc.). Transporting a stabilized person might be dangerous and if a stabilized person takes damage, they need to be stabilized again.
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06-23-2018, 02:43 PM | #283 |
Join Date: Jul 2005
Location: Geelong, Australia
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Re: HEAL spell?
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06-23-2018, 02:53 PM | #284 | ||
Join Date: May 2018
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Re: HEAL spell?
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06-23-2018, 08:24 PM | #285 |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Healing figures below 0 ST???
Hi all,
I discussed this in the huge TFT thread, but it is worth briefly mentioning again. In my campaign: At ST 1, you might fall unconscious. (3vsST roll.) At ST 0, you fall helpless and might fall unconscious. (3vsST and a -3 ST modifier.) If you are at negative ST, you might fall unconscious (3vsST with your -ST as a modifier or -3 ST which ever is worse.) Additionally, you fall helpless. Also you are mortally wounded, and will take a point of damage per minute. When you reach your ST x -1, you die. A physicker can try to save people who are mortally wounded. (This gets much harder the further below zero you are. Down to -3 or so it is not too hard, below -5 it is very hard.) *** I do think that saying you go unconscious at 1 or 0 is a very easy to make improvement. It doubles the chance of being knocked out with out being killed, which is more fun, and more realistic. As for surviving at negative ST, like the idea it is possible to save people who are mortally wounded. (More dramatic and also realistic.) My only concern is that it not be TOO easy to save people who are significantly below zero. *** I'm happy with my rules but they are a bit complex. If Steve was to say, "Unconscious at ST 1 or 0. Healing is possible from -1 to -3 ST (death in 30 minutes if untreated). -4 ST and worse is instantly dead." Then that would be quite simple and an improvement (I feel) over old TFT. Warm regards, Rick. Last edited by Rick_Smith; 06-23-2018 at 09:20 PM. Reason: Made sentence clearer. |
06-23-2018, 09:53 PM | #286 |
Join Date: Jul 2005
Location: Geelong, Australia
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Re: Healing figures below 0 ST???
This is a good and workable solution. Easy to understand, quick to play.
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06-24-2018, 10:04 AM | #287 | ||
Join Date: Aug 2004
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Re: HEAL spell?
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I prefer a 3d6 roll against a flat 10. This eliminates the need to track any other adjustments, like how far negative the character is. IMO, a ST 15 is already 5 points further way from having to make a Death Save than a ST 10 character. Plus, he's able to wear heavier armor which puts him even further from 0 ST. So, no need to factor ST in *again* for the death save. However, it's easy enough to adjust the actual value being rolled against - like how far negative, unadjusted ST, etc., if preferred. The "need X number of successes" idea still works. Also, lethality can be dialed up or down too, simply by changing the number for strikes required before dying. |
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06-24-2018, 10:42 AM | #288 | |
Join Date: May 2018
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Re: HEAL spell?
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If I were using death-saves, I'd make a few changes to your stuff: 1) As I mentioned above, I want to require external stabilization from someone who has First Aid, at least, or you die so I'd make death saves only negative: you die on the third failed roll unless someone else stabilizes you 2) I'd make stabilization require an action but be automatic, just like Physicker's healing, there's already enough randomness with death saves, no need to add more 3) 10 or lower on 3 dice is exactly 50%, so I'd just change it to 3 or lower on one die with no critical results for the same reason as #2 -- I think there's already enough randomness with death saves This is all just my 2 cents, of course. :) Last edited by zot; 06-24-2018 at 10:43 AM. Reason: clarification |
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08-03-2018, 09:57 PM | #289 | |
Join Date: Jan 2018
Location: Portland, Maine
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Re: HEAL spell?
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Benefit of Healing Spell for Physicker. Since a physicker knows the components of the body and how they interact and how things go wrong with it, a physicker wizard can fine tune a heal.
Some other synergy suggestions:
AW39 "If you make it back to the surface alive and get proper medical care, you will recover at the rate of one hit every two days."
Would you consider massive amounts of sleep beneficial? If a Physicker SLEEP SPELLed (acts like a sedative) someone over several days (while providing nourishment), would this quicken healing? On the "you will recover..." Does that mean you can do other things like study or perform magic (as long as he's not causing fatigue to himself) or build things (as long as he's not injuring or fatiguing himself), travel etc.? Any restrictions on this recovery?
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08-03-2018, 10:01 PM | #290 |
Join Date: Jan 2018
Location: Portland, Maine
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Re: HEAL spell?
Hey, does this spell work on animals too?
My guess is it should as its magical and doesn’t need the knowledge of physiology to do it. You can heal that attack dog of yours without a Veterinarian.
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- Hail Melee Fantasy Chess: A chess game with combat. Don't just take the square, Fight for it! https://www.shadowhex.com |
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