Quote:
Originally Posted by sjmdw45
I just talked to a player who wants to be able to keep Heat spells on six characters including himself during mountain exploration without being penalized by -6 in combat situations. This trick seems ideal for that case, because spending 6 FP to drop 6 spells is expensive.
(Normally Resist Cold would seem more appropriate but I assume the GM made a ruling that Heat can be capped at some reasonable temperature instead of automatically going to 2800 degrees F.)
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Unless they learned Heat way higher than Resist Cold (or they expect temps below -40F) I'm not seeing the advantage... Heat would cost 2FP per person just like Resist Cold.
Unless they're just heating some items of clothing, in which case we get into GM fiats of "how much clothing counts as 'one thing' versus multiple things".