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#371 |
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Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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That's the only post I could find by Steve on this thread.
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#372 |
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Join Date: Nov 2010
Location: Arizona
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Well, there was a lot of fairly harsh criticism of the idea, so I think Steve just dropped it entirely. That's kind of a "revision," right? ;-)
Personally, I still think a healing spell is a good idea, and I think it's been adequately playtested in Dark City's solo adventures for a decade or so now. Which leads me to say it doesn't seem to "upset game balance" at all, but that, apparently, is just me. I'll probably just use Steve's original proposal and insert the spell as described in the list of player spells at IQ 14 when someone gets to the point where they're ready to add a new spell at that IQ level... I'm still hoping that it gets proposed as an "optional" spell in some future TFT Magic book release. |
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#373 |
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Join Date: Oct 2015
Location: New England
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I've got a draft of a spell for a campaign that is about to start that would let a a character with Physicker or Master Physicker to heal 1 extra point with a successful casting roll and expenditure of fatigue. Since the spell is linked to Physicker, it cannot be used multiple times on the same wounds.
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#374 | |
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Join Date: Jun 2018
Location: Durham, NC
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Quote:
^ This is a very nice idea. Also, I want to say that I like the idea that all over Cidri that the known spells are not uniform. Having areas that have more spells or less spells than the standard set makes it interesting. To that extent, make it a quest for you players to find the scroll that reveals the secret of the healing spell. The local guild will hire your crew to find some long lost Wizard's tower (and other locales) in search of this ancient manuscript. Once found, add the spell to that regions available canon. |
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#375 |
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Join Date: Dec 2017
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By the way, tucked away in the official releases this spring is a healing power: The Companion reproduces a zine piece on superpowers, which includes a healing power (as well as a self healing power). It is actually a pretty nicely balanced power, and its cost in terms of talent point or XP equivalents feels fair to me. I would have no problem folding this into the game.
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#376 |
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Join Date: Jul 2018
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Would this thread now be more appropriate for the House Rules Forum?
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#377 |
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Join Date: May 2015
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#378 |
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Join Date: Dec 2017
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Maybe instead of a spell it should be a Talent. Something maybe called Transference? The PC gives of themselves to another. So they are able to take a hit (wound) to heal a hit (wound), not fatigue or stored mana. More a spiritual thing not magic. So it takes more time to heal after you transferred your hit points to another. Keeps the stored mana (ST) of a staff from getting out of hand. Of course it could be a spell that works that way as well. But I was a fan of a healing spell anyway, just doing a little brain storming here.
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#379 |
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Join Date: Dec 2017
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That's basically just what the healing 'superpower' does, with the advantage that everyone who has the Companion has the same rules in front of them. The only question is how you work those powers into the process of normal character creation and advancement. I feel like the right move is to use the suggested 'talent point' equivalent costs, either paying them when your character is first made, or paying later at the usual rate of 500 XP per talent point. I think this is a pretty well balanced approach for most of them (though I'm sure people could come up with 'white room' analysis showing one or another of them gives a big advantage in arena combat or something).
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#380 |
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Join Date: Apr 2019
Location: 'Straya (big island in the pacific)
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I take it theres no official healing magics in the new rules (apart from potions etc) .. I prefer that myself .. more Tarzan/Conan/Kickaha/Rambo etc :)
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