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What do you think dragons as a group would do to someone who creates or wields a magic item that requires the hide of five 14-hex dragons? They are all dead men walking. Probably before the amulet is even partly enchanted. Campaigns where magic this powerful is commonplace are too high powered to worry about magical healing breaking the game. |
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But imagine both sides have a Zaxzax or three, and lesser warriors. Both sides will want to use in-combat healing on their Zaxzaxes as much as they can, because it multiplies the durability of their super-star combatants. The same applies to powerful wizards, or whoever your best people are. The healers multiply their effective hit points unless they can be killed before they can be healed. So if whoever your best person is, can have their combat lifespan more or less multiplied in combat by a during-combat healing spell. Then tactics can become about how well you heal people or prevent enemies healing people during combat. And that's what I don't like - yet another game where one of the main things determining success in combat, is efficient achieving and preventing of surreal healing. To me, that's a curse of D&D-like gameplay that has infected way too many games (there are even many computer lite wargames where one of the main needed tactics is constantly healing things so they never die even during combat). For me, TFT was always a refreshing counterpoint that didn't do that, and instead provided a game that was about fighting tactics and making choices and using tactics to mitigate the risk of getting injured, and to actually have to deal with the consequences when you do get injured. Quote:
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Zaxzax was an intentionally extreme example, intended to make the issue clear rather than be an example of something that would typically exist. However it starts to be a more and more rational strategy to put all your resources into single apex fighters if you can magically heal them. My actual apex PC (though out-done by NPC allies) had several magic items but his "final form" (before converting him & the campaign to GURPS) chose to use one combat magic item (not the most powerful one he owned, but the others he left in storage) - a self-powered Stone Flesh ring, which was enough to bring him to total 9 hits stopped with adjDX 15 and a fine greatsword (3d+3), it was rare for anyone who wasn't rather experienced themselves to even get a chance to attack him, and the majority of ordinary people would do little or no damage even if they managed to hit him. He liked to do sweeping blows (reducing adjDX to 11) just for fun and to actually experience missing and getting hit a little, sometimes. (At least our house-rule EP system meant he only got 1 EP for slaughtering each typical 32-point foe.) Even this level sort of removed interestingness from lower-level opponents and meant that interesting combat challenges for him tended to mean more and more powerful people. If he got a bit injured, that started to be interesting, but if someone could zap it away, that would remove that element, multiply his effectiveness and already-great ability to wade through foes, and mean that in order to be challenging, someone would have to actually be in a position to kill him, rather than merely injure him. I don't like having that be the only thing that's really challenging or has any degree of lasting consequences to face - it also gives the players an experience of "well, again we killed every one and didn't die, so there were no consequences, so we might as well keep non-stop engaging tough foes, who also will have no real consequences due to our fast healing, until we over-do it and get killed." Quote:
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Re: HEAL spell?
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On the other hand, some dragons might be willing to yield some dung or a 14-hex dragon skin they might happen to have, in exchange for some items with Spell Shield, Stone Flesh, Reverse Missiles, Hammertouch and/or Speed Movement... Quote:
2) The point also applies to much weaker/cheaper champions. Even people with non-self-powered or simply spell-cast Stone Flesh with armor and/or some low-level armor enchantment. 3) The more healing magic is available, the more it makes sense to invest in strong champions, because healing magic can multiply their combat longevity. 4) It applies to PCs, who are a kind of champion whether they have armor or not, wizards too. If you can heal people during combat, it's like being able to multiply the combat longevity of your best people, which makes it possibly more powerful than having another star person in the first place. And that's why I don't like healing in combat (which Zaxzax is just an exaggerated extreme example of): it can make your ability to heal your best people during combat (and to deny the enemy doing so) as (or more) important than how good your people are in the first place. And it's done to death in other games, and I just personally really don't much like the game where a major aspect of tactics is being able to magically heal people during combat. (I mean, it's even common in computer games and collectable card games supposedly about high-tech military combat, that some sort of during-combat healing ability that's can be about as fast as doing damage, is a common and vitally important ability to use. I was playing a computer game supposedly about fighting the Afrika Korps in World War II, and was facing a Panzer III tank with several Allied tanks, and thought surely we should win, but the Panzer III was apparently invulnerable - why? Yep, the damage system involved a bunch of hit points being slowly removed by each hit, and the enemy tank was parked next to a "supply depot" or something that was repairing it as fast as my three or more tanks were able to damage it. Oh great, the curse of D&D damage & healing strikes again...) |
Re: HEAL spell?
And...we've come full circle. Some people like healing spells, some don't.
I say include the spell and let the GM decide if he wants to allow it in his game. Then we're all happy. |
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Apex fighters only make sense if you can make sure that they are actually able to protect the squishies, usually by not having the squishies on the battlefield at all. |
The tactics of fast and surreal healing.
>> Discussion of combat healing.
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I agree. A World of Warcraft raid, where a dozen people are attacking some boss, and half the party is constantly screaming "HEAL ME! HEAL ME!". Meh. It is harder to fix things than to break them. If healing spells all had a 6 turn casting times it would make me happier. Warm regards, Rick. |
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I tend to agree with Rick. As someone who preferred to play Wizards, I don't want my spellcaster to be turned into a medic. A wizard has a limited store of ST to use anyway and I'd rather he was using it for cool stuff like illusions, summoning, invisibility etc. If the Heal spell is available there'll be tremendous pressure on the Wizard to use it a lot thus reducing their ability to do the cool stuff. That's why D&D had Clerics, but they were handy fighters and had other abilities too.
It's easy to say "just include it and then the GM can decide to use it" but once it's there, it's there and I think it will be widely used, which I think will be to the detriment of the Wizard character. So either I'd like it as a clearly identified "optional rule", or have some other restriction on it. In any case, if the characters are going into a particularly deadly dungeon let them buy a load of healing potions before they go in. |
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Even if you merely have someone who has a strong attack and who is hard to kill (even less powerful than the actual PC we had that I mentioned, or even another strong wizard), if you can heal the best people during combat, that becomes a very powerful thing to do (which I'm just saying I don't like because it's been done in so many games and adds strong tactics about arranging magic healing rather than fighting, which isn't something I want battle tactics to be about). And it also tilts tactics towards making sure opponents are _dead_, since you can't just heavily injure some powerful foe, since a healer could find them and then you'd have to fight them again. I don't much care for that, either. |
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Heal spells and -2 DX for stunning.
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I tend to agree with you here. I think that the point Skarg was trying to make, was fast healing allows combat buffing. If the party is made of a high level guy who can deal out at lot of damage, and everyone has a fair bit of armor (so damage is being done slowly), then buffing the big guy with healing is a big deal. The big guy does not necessarily have to have a lot of magic for this situation to arise. (And for that matter, if both sides had a big guy with equal magics, it could happen.) However, such situations come up pretty rarely, in my experience. But fast healing brings up other questions. If I take 5 hits (so I'm stunned at -2 DX), and I get healed for 2, am I still stunned? We never needed this rule before. Wizard will be wanted to drop a healing if someone is at permanent negatives. Warm regards, Rick. |
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Anti Magic zones and healing debuffs.
Hi all,
With fast healing, TFT has gained new tactics. Healing the big guy who is doing the heavy damage. Healing guys who are stunned. Healing guys who are at permanent negatives. An area spell that stops all magic in an area is now increasingly useful. A cheaper spell that stops all healing magics in an area would be very handy. Anyone want to take a crack at some healing debuff spells? Warm regards, Rick. |
Re: Anti Magic zones and healing debuffs.
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In July of 2013 I took over the Thail TFT pbem game that Dave Seagraves had been running. I had a very experienced character 'Flinch' in it. Flinch had no combat talents, but was a combat monster. (That is another story.) Anyway, he was the leader of the "Company of Adventurers", and I had a story that would eventually take 37 months to complete. But I had a problem, Flinch was the leader of the adventuring group, and I was the GM. I would be just dumb to try to run the party while also GM'ing, so I needed to get rid of my character. I had Flinch get shot in the face by a cursed crossbow bolt. They pored healing salves on the wound and had Flinch drink healing potions. The wounds would heal for a second and then reopened!!! The party had never had to deal with such a thing. They panicked a bit, how do you heal serious wounds without magic??? Then they hauled him to a healer's who removed the crossbow bolt and cauterized the wound thru his mouth and nasal cavity. (Flinch, never pretty, got a lot uglier then.) Flinch's shattered face promptly became infected, and the ship to go into enemy territory was leaving in a couple days. Dan Nicolson's character, Simon, took over control of the party, and they went on to glory. *** Tho none of the players knew it, the cursed crossbow bolt had this spell cast on it: IQ 13 S Weapon of Vitiation Cast on a weapon, it enchants all wounds that are made with that weapon so that they may not be healed by magical means. This includes healing potions, the various healing spells, Revival spells and it prevents Cleansings on wounds that become infected. Wounds made by this weapon must be healed naturally at the normal rate. Casting a Dissolve Enchantment on a wound made by this weapon, will allow magical healings to occur for that wound only. The enchantment on the wound ends when the wound heals naturally. This spell calculates DX adjustments and range like thrown spells (but is not affected by the Thrown Spell talents). This spell will last on a weapon for 1 week or until the first time a sixteen or higher is rolled. This spell is an enchantment so it is affected by the Rule of Five. The cost of the spell doubles for each previous enchantment on the weapon. Cost: 7 fST + 7 fST / week *** When magic gives you a problem, it is traditional to have magic give a solution. Warm regards, Rick. |
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On your second point, my answer is similar to the first; we're discussing whether there should be a Healing Spell in the new edition. To that extent, I want to express my opinion, but only in so far as it relates to the new rules, because my current thinking is that I'd rather they don't change in this respect. What you, or anyone else does with the game after that is entirely up to you. I'm not sure where you got the idea that I'm trying to tell you what to do. Steve has asked us what we think of including the new spell and we're telling him. Ultimately he will make the decision. We can house rule to our hearts content after that. |
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Warm regards, Rick. |
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And I don't mind combat buffing anywhere near as much as I mind combat healing. Blur and Stone Flesh someone with spells - OK, at least you're using wizard ST, and we can try to avoid him or counter that - it's using combat magic that does something in combat. But having serious wounds vanish has been overdone in so many games, and having played traditional TFT where magic healing is a big deal and mostly limited, rare, expensive and/or not available, I have a great appreciation for what play is like when wounds can be lasting and you need to deal with that and not blink it away. The conversation gets a bit messy though because as we covered a few pages ago, there are many different levels of magic healing possible, starting at original TFT's level of maybe sometimes a weak healing potion (category A), on up to serious wounds can all go away between fights (category D). I don't mind level A or B (magic can speed healing and heal minor wounds, but serious wounds still need some days to heal unless you have a lot of healing potion), but don't enjoy playing at level C (a whole badly wounded party can heal completely in a day or two using magic). Quote:
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However, I agree with Chris that TFT's lack of a healing spell is an interesting and unique quality, and that playing without it gives players an interesting (and rare in RPGs) experience. Simply adding a healing spell would remove that experience for many new players, and I agree that seems a shame to me. Yes, players can of course play however they like, but the assumption of such a spell's existence or absence impacts the assumptions of many other aspects of play, and those will either mess with the existing sections, or those sections need to be adjusted or (hopefully) be written to mention how the existence or absence of a healing spell would affect those areas. (e.g. healing potion cost/effort/effectiveness, adventure balance, and other costs and practices and mentions of people needing to take time to heal or not, or what people's tactics and strategies and capture/kill policies would be like.) |
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Regeneration (T): accelerates the subject's healing. Lasts 1 hour per 3 ST the wizard uses to cast it. Heals the subject by 1 ST per hour. Cannot be stacked. However, I don't think the spell as proposed would dramatically affect combat, it's mostly what you call category D even if it's castable in combat because you generally won't cast it in combat. |
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What I'm really trying to say (and expressed poorly above) is; "Why not give it a chance and see how it works?" There's a lot of opposition here, and from what I can see it's mostly based on those min/max players that do crop up from time to time, and on a strong feeling that "it isn't TFT the way I remember it!" Both of those are valid concerns, but remember, we are hopefully getting a game that will appeal to a whole new generation of gamers, who don't have our experience or fond memories of the original system, and many of them will want healing spells of some kind. All I'm saying is that I don't see what the big deal is about putting the spell out there. If I don't like it, I don't have to use it, but a lot of people will want to, and that's okay by me. (Actually, if I'm going to be completely honest here, depending on how the Spell looks in it's final form, I may nerf it anyway so that it converts "healing wounds" to "changing wounds to fatigue damage" instead. That tracks with most of the Fantasy/Sci Fi books I've ever read that discussed the topic -- most of the energy for healing comes from the patient, and afterwards, he/she needs a heck of a lot of rest (and probably a ton of food and water) to recover fully, so that idea makes a LOT of sense to me.) |
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If healing magic takes significant time to cast that or the effect is outside the scope of combat (1ST/hour or longer) then that's not a game breaker. At least not more than having a Master Physicker in the group. Even having an in combat touch spell that mearly brings a character to ST1 (and unconsious) and will not die from bloodloss, but still counts as 'treated' in respect to physickering would be OK as it still requires someone to do something other than make an attack for at least 1 turn of combat, maybe more. What we don't want is some cleric casting Cure Serious Wounds 6 times in combat from as far away as 10 hexes without a roll 'to hit' and basically refiving the super soldier over and over to aid his march of death through the enemy ranks. |
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Make Well (S) [10]: This ritual must be performed in a sactified area (in a church or holy site at least neutral to the deity providing the spell or an area where Sanctify has been cast), requires $150 ci, and 5 hours. On a successful roll, the subject is completely healed of all wounds as well as curting diseases and and expunging poisons.
The effects of a failed roll may be nothing and a critical might mean character death, depending on the deity. Definitely not an in combat spell and it requires that the wounded person be moved to a santified location or someone able to sacntify that location for the duration of the casting. |
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And I have to say "me too!" about both the tinkering and the getting back to my roots (playing the original game) part. It's been an absolute blast playing some good old fashioned Melee and Wizard fights again... (I feel like I'm 18 again, and that was 40 long years ago!) And, yep, exactly my feeling again about playing the RAW when I finally get the latest version in my hot little hands -- but that doesn't mean I won't start tinkering around again too (because I literally can't stop myself)! Still, I'll want to see how things interact BEFORE I launch any major surgery on anything. |
Re: Anti Magic zones and healing debuffs.
My main issue with Healing spells is that it will strongly encourage players to have a "party healer" who saves up all his ST for healing and doesn't get to have as much fun playing the game as a result.
Healing magic is "in genre" and a spell that costs just a few ST and puts someone into a healing trance where they recover at 2-4x the usual rate would let you create a "cleric" type character who does a bit of between-fights healing in the "downtime" without the D&D flaw of relegating someone to be the no-fun combat medic. To keep players alive, a "die at negative ST" rule is probably the best solution. If we haven't replaced "die at 0 ST" (if SJ has done so, I missed it), we should! |
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Based on the game, every character is a Priest, being the Chosen of the Gods in this epic quest they are currently on and their prayers do have positive results, just not in the form of healing or protection. The Mother of All does not coddle her children... |
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I like your Regeneration spell a lot better. It's still unlimited and amounts to up to 24 healing per day per patient, so it's category C. Even more, I'd like SJ's initial version well enough IF something limited it to at most 4 or 5 points (maybe 3, or 4 if the caster knows Physicker or 5 if Master Physicker) AND that it can only be cast on untreated wounds, and casting it counts as treating the wound, so it can't be stacked with Physicker or other castings, so people can still have lasting wounds when they get hurt badly enough. |
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It's worth considering what issue healing is intended to address, though. It could be thought of as tactically interesting (though IME it generally isn't), but I think the usual reason is because it lets you have more challenging fights that don't bring the adventure to a halt. RPG combat tends to follow lanchester's square law, meaning a 4 on 4 fight (with characters on both sides equal) is a coin-flip and likely results in major wounds to the winning side, a 4 on 3 fight averages to the side with 4 taking 2 casualties, 4 on 2 averages 1 casualty, 4 on 1 averages 0.25 casualties. If your adventure plan is 'fight, fight, fight, boss fight', and we know the boss fight is going to be 3 characters (or the equivalent), absent healing, the first three fights all need to be 1s, because if any of them is a 2 the PCs probably don't reach the boss fight with enough strength to win. With healing, each preliminary fight can be a 2. However, there are means other than healing spells to allow PCs to make it through multiple moderately challenging fight. For example, you could introduce active defenses (block, dodge, parry) that cost fatigue, meaning the likely outcome of a fight is taking a bunch of fatigue damage but no actual wounds. |
Anthony's Regeneration Spell.
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I like this spell a lot, but your spell description leaves a few things out... What IQ is this spell? What is it's cost? How long does this last? (24 hours I suggest.) Also, 'Stacked' is not official TFT terminology. I would likely replace the last sentence with, "If this spell is cast on someone who already has Regeneration cast on them, the newer spell replaces the older version." Warm regards, Rick. |
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I'm guessing he's intending for the same IQ as Steve's spell but only he can clarify that :) |
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Magic Fist (M)
Cast: 1x ST IQ: 8 A telekinetic blow. Does (1d6 - 2) damage or healing, at caster's discretion, for every ST used to cast it; can also trigger traps or carry out other unsubtle physical manipulations within line of sight that the caster could normally do with just his fist. (Apologies if this was suggested already -- I've been away and this is a loooong thread!) |
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Since it's been a while since TFT was out, there's other mechanics from other games that could be adopted. I'm thinking of using a variant of the D&D 5E "death save" mechanic: Death Saves: When your character is reduced to 0 ST, you are in danger of bleeding out. Make a 3d6 roll. A roll of 10 or less is a success. On each round, roll again. If you make 3 successes before you have 3 failures, you stabilize and do not need to make any more rolls. 3 failed rolls means the character dies. A roll of 3 indicates the character stabilizes immediately. A roll of 4 or 5 counts as two successes. A roll of 16 or 17 counts as two failures A roll of 18 indicates the character dies, regardless of current failures. A Physicker using his action in combat on a bleeding out character does... what, I'm not exactly sure. Allow the downed character to reroll a failed roll? Raise the check to 12? Something, definitely. They couldn't heal the 2 points as described in the talent; that takes longer and is an out of combat action. And a First Aid talent.. really liking that idea. Maybe that talent would let a bleeding out character re-roll 1 (and only 1) failed check, or raise the check to 11. First Aid might also be something attempted untrained. If the Heal spell Steve suggested comes into play, it would work as is. If only 3 points are spent, the target would still be unconscious at 1 ST, but stable. Also, new talent: Hard To Kill - a success on a Death Save for you is a 12 or less. |
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Actually, you know, this "dying at negative ST" thing might be a lot more important under the new attribute caps.
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Death at ST 0 is very severe, especially if you're just being beaten up in a fist fight.
Death at full negative ST would be quite excessively soft, it seems to me. It's that way in GURPS, but GURPS also has common damage multipliers which range from 50% to 400%, mortal wounds, people who sometimes keep their feet and keep fighting even when below 0 ST, optional bleeding rules, infection, etc, that TFT does not have. With death only at full negative ST in TFT, many foes would be "no risk of death unless they chop you after you fall unconscious", and many more would be little risk of that, because it basically means you'd need to hit someone who was near death with more than their ST in damage in one shot. So it'd go from "most people who fall are dead" to "almost no one who falls is dead unless they get hit when down". Seems to me there should be a much smaller cushion than full negative, and maybe a die roll involved. Maybe negative 1/2 ST, or roll 3 dice versus ST minus how negative you are, to still be alive, and maybe a further roll(s) to see whether you'll recover or not, modified by what help you get when. |
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All these things are an attempt to extend game-time, but do so by proportionally reducing game-tension. JK |
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We have played it both ways, sometimes as GM in a situation where the game is special, such as players flying in for one holiday game, etc. and it's just too harsh to kill a player giving him no hope for the next 48 hours to be involved in play.
I was a firm rules adherent for most of my childhood games, the biggest offender I saw were kids in the neighborhood that played Monopoly with taxes and so forth going in to free parking for others to collect. This ruined the bankruptcy approach inherent in Monopoly and made games last through many long Texas summer days. |
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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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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. |
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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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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. :) |
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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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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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Keep healing out of the hands of wizards! I’d much rather have this healing concept transferred to a Cleric miracle!
I don’t want this wizard spell to be done with ritual magic for more curepoints. If a Wizard HEAL spell needs restricting I'd go with Touch the victim and perhaps an unarmored body is needed. Armor has to be taken off to apply the spell. As others mentioned another possible restriction for Wizard healing, make it that the wizard converts injury to fatigue. The victim is still down a point, but it can be rested in 15minutes. ==================== Non-Magic Healing Quote:
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Apropos of another post I made.
If you’re saving someone’s life, you have a choice 1. bow out of combat or 2. let them die. You can’t say I’ll slap on a bandage in one turn (5 seconds) and then go back to fighting. |
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How about something of lower IQ that converts an injury to some negative reaction. Transmorgification Healing Spell (S) (IQ 12) For each 3 points of ST that the wizard puts into this spell, he/she can transform two hits of damage into some temporary disadvantage in the recipient. Can be attempted only once per combat per person. The spellcaster needs to touch the victim. Negative Reaction: Limp = -1 MA Spasms = -1 DX Weakness = -1 ST Headache = -1 IQ Other variations can occur. For each 3 points, the negative increases by -1. The type of inconvenience should be appropriate to the type of injury/wound received. This affect lasts 24 hours or until 8 hours of continuous sleep is done. Comments: This spell allows for some healing, but doesn't make it free for the recipient. Its not a major penalty until you heal a lot. and if you have time to sleep, the penalty goes away. |
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The Transmogfrication Healing Spell is nice. I might use it, though I'd make the effects last until the damage it replaces heals. :-)
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Re: HEAL spell?
Weighing in a bit late on this, but here's my take.
Healing magic should be exceedingly rare, labourious, and costly. Instant healing is fine in video games, where frequent combat is often the raison d'etre and you can level up a character to the point where they can kill a dragon with a grapefruit spoon. But in a pen-and-paper RPG it should be much more realistic. I would almost say that Master Physicker should be a prerequisite for Heal, as one would need to know how and where to direct the healing energies. Regenerating muscle tissue is very different than repairing nerves or organ damage. Critical failure could lead to permanent damage to the areas being repaired, with lose of function or attribute as a result. Select experts of this magic may also learn Regeneration, which allows restoration of lost organs or limbs. This spell would further be necessary to undo the effects of a Heal critical failure. Lastly, Cure Disease and Cure Poison should also be separate spells. Cure Poison is probably the lowest and easiest to learn of these four, with no prerequisites apart from IQ. It could also be boosted by the Naturalist talent. Cure Disease is a targeted form of the Cleanse spell, and likely should require Physicker as a base so as not to damage the patient. Heal and Regeneration both require Master Physicker, with the latter also requiring the former. The places one could obtain the services of a Healer at would need to be either well protected under the aegis of a strong ruler/government, or otherwise remote. The rarity of the art and the vitality of it would make true Healers very sought after, with some of them imprisoned by tyrants who desire to ensure their services for themselves. As a final note, it's quite probable that Heal and Regeneration are intensely painful spells, or at least disturbingly uncomfortable, unless the patient is numbed or sedated. Otherwise they can feel their flesh knitting quickly, with all the accompanying sensory experiences of that. |
Re: HEAL spell?
Also chiming in late, but I'd like to add my 2 (well, 4) cents:
- It's generally important to me that Physickers keep being a party's major, first-line source of healing. I definitely wouldn't object to the house-ruled version that can treat 2 or 3 points per wound rather than per combat. TFT is pretty unique in having most healing be non-magical; I'd like to keep that flavor. - I like Rick Smith's approach of long-duration healing spells that simply accelerate natural healing processes, and IMO this should be the most accessible form of healing magic - because it shortens downtime between adventures, without supplanting the tactical role of Physickers. The two approaches to healing become complementary, and you avoid the question about whether magical and non-magical healing should be allowed to stack. - I'm surprised that the new Regeneration spell is only IQ 15. I would have expected it to be higher. That said, I like it - it fits really well with the paradigm of "magic healing is thorough but takes time; Physicker healing is a quick but limited Band-Aid." - I'm generally against the idea of introducing a priest/cleric "class", healing or not. I happen to like original-flavor TFT's atheistic worldview. The question of whether gods should be introduced should be decided by the players and GM, not the rulebook. |
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Re: HEAL spell?
I could adapt to a variety of answers to this issue, but I think it is worth noting that there is something special about TFT's approach: Magic will not come to save you if you mess up. There are modestly useful healing potions, and physickers can be helpful now and then. But in the end you are going to have to deal with the consequences of your bad choices. This is different from pretty much any other game of this genre that I can think of, and it is part of what makes TFT unique. For this reason alone, if I were in charge I think I would say, 'screw it; we're staying the way this game always was, and people can just deal with the hardships'
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(The Lesser Wish also can be had by anyone for 500 XP. And it's specified elsewhere that Wishes are only granted by demons. So does that 500 XP involve consorting in some way with a demon? Answer: No, it's more meta than that. But that also means that a Lesser Wish can be seen as a form of "drama points" as seen in some other RPGs. Which IMO is a good thing.) |
Re: HEAL spell?
Yes, the lesser wish EXP rule is very good. Very very good. It assigns a substantial but reachable cost for something desirable and cinematic yet not wildly over powered. This will act as a release valve for PC's who have functionally saturated their stats and have all the talents or spells they meaningfully want or need given their IQ level. People will get to this stage after ~10,000 EXP, or about 2 years of normal play, and the they will feel frustrated unless they have something fun to work towards.
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Re: HEAL spell?
I'd also recommend that when a Physicker or Master Physicker uses a Healing Potion on someone, they can heal additional ST with it. Because they know what they're doing; they're essentially reducing the amount of potion required to heal a given amount of ST.
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Re: HEAL spell?
I'm so relieved and happy NOT to see that healing spell in the new ITL.
I do not think that ability 4) of the Lesser Wish means that you can restore lost body parts that wouldn't grow back naturally - I think it just restores all your ST and cures diseases. I think the Lesser Wish for XP thing is a good idea, but I would tend to restrict it to ability 2 & 3, and more limited versions of 1 (like you get to take the best of three rolls if you wish in advance, but not specify a 3 or 18), 4 (like, you get to not die from damage once, and maybe somehow you weren't hurt as bad as you should have been, but no your wounds don't magically vanish), and 5 (spending XP for an insight sounds ok, but not a forced answer to any question). I don't want my world to know a regeneration spell - too easy, too cheap, and makes crippled people only for the poor or foolish - greatly reduced significance of severe injury - no more nobles or veterans who lost and arm or leg in their adventures. I don't want that, at all. At most, I'd want limb restoration to require something rare, uncertain, dangerous, expensive, and/or interesting to be invested, if possible at all. Otherwise it's too much of removing something I like and find interesting (and realistic/immersive - losing an arm is an actual thing not a temporary setback) from the game. |
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And since about 1989 I've been in the habit of tracking what spells are known by who where in my homebrew campaign worlds. The default setting assumption in Cidri though is that there are powerful wizards for hire organized into Wizards Guilds which you can find in practically any city, so the default assumption would be that if the spell is known, the guild would do what they could to get it, write it down, teach it, and offer it as a service. |
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I concur that making it common takes away a lot of the colour and character of life in the world. I definitely intend access to the powerful forms to be quests unto themselves, such as "take the old blind scholar to the remote temple so that his sight can be restored and he can translate the mysterious scroll for you". But generally speaking, old Hragnar down at the pub who lost an eye in battle is going to have to content himself with an eyepatch. |
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I wan't TFT to feel like it did 40 years ago |
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As far as I can tell, the only substantive changes are:
I'd say just keep house ruling things the way you always have. Ignore the new spells and new staff features, etc. |
Re: HEAL spell?
The 'nearly dead' category is a pretty significant addition, as lots of combatants get off'd by just a couple of points. If you have a physicker handy, they will be patched up and ready to lose another fight before you can say 'evil hyperintelligent octopus' ten times fast.
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Re: HEAL spell?
Other changes I'm noticing:
* The changes to moving through dead bodies seems to me a major good improvement/tweak to a detail that matters a lot in practice for those who play out a lot of multi-figure battles. * The (unconscious?) removal of the Changing Options line (in original Wizard p.5 and Advanced Melee p.4) saying that you can change option to Dodge or Defend any time before you've acted, if you have moved 1/2 MA or less, seems a pretty major change/mistake, to me. * Some of the new spells would affect play a fair amount. E.g. the minor glamour to get positive reaction rolls... I can see whole cities full of people using that... |
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Who's right? We both are! |
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So even though these spells are well known as far as their capabilities, not very many wizards know how to do them. And even then, not many want the hassle of confronting Wizard Lawyers to practice it. How about that? |
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Re: HEAL spell?
Balanced Heal spell
Heal(S) The wizard pays 5 fatigue then spends one minute (12 turns) in casting while in physical contact (hands or staff) with the still living target. During the casting the target suffers no further damage from blood loss. At the end of the minute the wizard rolls and on a success the target recovers one hit of damage. The wizard may immediately perform another casting so that the target suffers no blood loss. This spell doesn't regrow missing parts. See the regeneration spell for that. |
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