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Old 08-09-2018, 07:38 PM   #18
Skarg
 
Join Date: May 2015
Default Re: Healing and survival

Quote:
Originally Posted by afschell View Post
I think that any fatigue from marching, or any other physical activity, should not count as heavily toward a character's demise than that of spell casting. But I am definitely not certain that fatigue caused by expending your life source to cast a spell should be any less damaging that getting bashed by a mace.
Sure. That's how it works as published, and how we played with it back in the 1980's (until switching to GURPS, which effectively bumped us onto what many other TFT players came up with as a house rule for TFT, which I'm now sympathetic to).


Quote:
Originally Posted by afschell View Post
Also, I like the idea of treating non-magical healing by wound, not combat. Survive the event and you can be healed up (relatively) quickly. But watch out for wandering monsters if you only have one healer. And don't run out of bandages.
Yes, we always played this way, and I really like the various results.


Quote:
Originally Posted by afschell View Post
Now don't blast me too hard for what I'm about to say here because it's still a work in VERY rough progress. But, I am considering house ruling an additional attribute for damage. Initially equal to ST (or maybe 1.5 ST) that can be increased later for a flat 100 XP a point. But all combat related deductions from from that pool, fatigue or physical. Keep track of the different types for healing purposes, but once that value hits 0, you're dead.
So wizards could use this to have a bunch of spell power without putting it into a staff skill or ST?

My main concerns (not to blast anyone) would be that it would tend to nerf the "everyone can be killed by a certain amount of violence" situation, and make it pretty easy to have a bunch of spellcasting ST... experienced characters would start to weigh whether they wanted to add one attribute point or a pile of hitpoints, and I generally don't like high hitpoints.
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