01-13-2019, 04:07 AM | #351 |
Join Date: Aug 2018
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Re: HEAL spell?
IQ 11, IQ 14, IQ 17 respectively
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01-15-2019, 02:32 PM | #352 |
Join Date: Nov 2010
Location: Arizona
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Re: HEAL spell?
I still like Steve's revision of his original proposal, though I think Warhorse11 did a pretty darn good job on these three spells too.
I think it's a crying shame that a healing spell wasn't included in the game, and argue (as I did extensively months ago) that people who don't like it don't have to use it, but it should be available for those who do want one. |
01-15-2019, 07:45 PM | #353 | |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: HEAL spell?
Quote:
My concern with adding a healing spell would be: A) pressure on the Wizard to take the spell B) pressure on the Wizard to use the spell a lot rather than doing more interesting things with his limited casting power. Those of you who really feel the need for such a thing can just houserule it yourselves. However, I suppose it depends on whether you are of the opinion that it's easier to take rules out rather than to add them. And that's a very individual thing. |
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01-15-2019, 08:22 PM | #354 |
Join Date: May 2015
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Re: HEAL spell?
Yes, a healing spell in the book would materially change the setting expectations and lose the example of a game that works well without having a healing spell.
If one were included, it should be more well thought out and some discussion given to that the spell wasn't in the original game and will affect gameplay so GMs should choose whether such a spell is known or not, mindful of the consequences. All that said, it's not even a house rule per se to have a healing spell in a TFT campaign - there are guidelines and rules for even PCs to invent new spells during play, and certainly GMs are free to add their own spells and/or change, remove, or embellish the spells that are known in their campaigns. When adding or modifying spells, I suggest GMs do their best to consider all the implications and potential abuses and exploits by determined creative players, because when some magic is established as existing and working a certain way, and then some players figure out how to do very powerful things with it, it can be a big mess. I've tried to point out such issues in this thread. |
01-15-2019, 08:29 PM | #355 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: HEAL spell?
So take the healing away from the wizard:
Healing Moss is found somewhere in every dungeon, but is very difficult to find. Take 15 minutes searching and on a 6/IQ roll for a Physicker (5/IQ for Master Physicker, 4/IQ for Woodsman and 3/IQ for Expert Naturalist, no other talents or spells help) find a number of doses equal to your margin of success. Add a die for each previous search in the same area. Critical failures bring in lookalikes that make the patient think they've been healed. Roll the number of doses of fake healing moss in dice against ST or suffer the same effects as Hallucinogenic mushrooms. Each dose takes five minutes to apply. Roll 4/DX for a Woodsman, 3/DX for a Physicker, or 2/DX for a Master Physicker and on a success heal one additional hit. Must be used within an hour of harvesting and within an hour of the wound to have any effect, but Alchemists will buy dried doses for $10 each to replace other ingredients in a healing potion.
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-HJC Last edited by hcobb; 01-15-2019 at 08:35 PM. |
01-15-2019, 08:53 PM | #356 | |
Join Date: Sep 2018
Location: North Texas
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Re: HEAL spell?
Quote:
http://forums.sjgames.com/showpost.p...1&postcount=57 I considered many of the concerns and suggestions raised in this very thread as I was designing it (quite a long, but helpful exercise reading all those posts back to Steve's original proposal).
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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01-16-2019, 12:34 AM | #357 | |
Join Date: May 2015
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Re: HEAL spell?
Quote:
So I'm not sure how well I can comment since I've only really now read the first post and the one you just linked. For instance, I don't know if it's in the context where the only way to learn talents is to spend 500XP per point. And I don't know if there are other prereqs besides spending the listed XP? Because if it is essentially 1 talent point worth of learning per power, but with a limit of 5, then 500XP seems quite cheap for a magic power. If Bob gets level 1, 2, and 3, is that 500 + 500 + 500 XP? Or 500 + 1000 + 1500 XP? But maybe the expectation is they only go to certain special (?) people, and the balance is more about being able to learn them in the first place, and having to choose 5 from a big menu of tempting juicy power portfolios which I haven't studied? I don't see any sort of prerequisites other than the preceding powers in a portfolio? (This is the sort of thing that had me not read the thread yet, because I figured it would take a time/attention investment to appreciate, and seems like a super powers sort of game, which generally isn't my preferred style of setting.) Leaving all those questions aside, the healing power has a great advantage over SJ and most other proposed spells, in that it does not create a scheduling game about resting up fatigue and casting the Aid spell as much as possible to keep using it. That's great. And it is limited to a rate per user per day, which is also, I think, good. It does range quite a bit in what that maximum is, starting at 2/user/day, up to 15/user/day for a master physicker with the level 5 power, who also gets 4 other super powers to use. 2/day is quite useful, but not a huge effect. 5/day I would call a strong effect. 15/day seems to me like a really big deal, since it lets you heal up even a hugely-wounded warrior who would normally take weeks of bed rest to heal, in one day, and/or path up most wounds a party might take from a typical encounter where someone got hurt, in one day. And it seems you could do it while marching, adventuring, etc. So the level of healing hero is quite significant, and then the question becomes how rare are these people who have these powers, can PCs start with them, can PCs find NPC people with them fairly easily and convince/pay they to join their party, how hard is it to gain these powers, etc. And then how many healers of what level will determine how quickly wounds vanish for the people who have them. And that's a matter of GM/player preference for availability of healing. So, it seems like healing at somewhere from moderate to quite strong, to me, and in a version that is nicely easy to see what it is (unlike spells that attempt to limit by fatigue). So, good job (even if my own taste would be to have it be unknown or very rare, because I like people to usually have to actually rest for days to heal up major wounds). |
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01-16-2019, 12:47 AM | #358 | ||
Join Date: Nov 2010
Location: Arizona
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Re: HEAL spell?
Quote:
Quote:
Last edited by JLV; 01-16-2019 at 12:52 AM. |
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01-16-2019, 02:37 AM | #360 | |
Join Date: Aug 2018
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Re: HEAL spell?
Quote:
That was the reason I put the various versions of the spells here that I have developed or the course of time. To make them available to those who want them, at least as a starting point to work from. It was not intended to start an acrimonious debate that could go on forever. It also was not done to have the quality of my thought processes derided or insulted as they have been here. And I have been guilty of it to, with others. Some of the more vigorous opponents of a healing spell have developed a simple solution to extra healing without a magical spell. Healing by wound done by a physicker or master physicker, not by combat. It is a simple solution to the question, modifying only one rule regarding two talents and in many cases will offer as much or more healing than the spells listed above. If I had gone down that road initially, I might be in the other camp now. But I didn't and I am reluctant to give up what I have developed without giving it a fair chance in play. It is a viable and effective option though. Last edited by warhorse11h; 01-16-2019 at 02:56 AM. |
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