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#3 |
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Join Date: Jul 2015
Location: 3.165, -3.048, -0.0818
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Thanks I like ALL of these ideas -- I think the hitch is that paradox FP loss affects the entire party, and time travel stress (in GURPS timesickness FP loss) also affects the entire party since we usually want everyone to stay together. That means just transferring everyone's FP loss to the healer means the healer will also have lost FP from the same cause and the healer probably will not have enough FP. I think the group should feel time-injured from a major paradox + travel stress. That would have to be around -4 FP to be meaningful (?). Maybe more. For a party of 4-5 PCs it seems the parachronic healing FP available is not enough to be effective, it can only take the edge off a bit.
Alternately if there is no FP cost to heal FP, the parachronic healing is likely *too* effective, as it means time travel and paradox might effectively have no cost. The "cost" to plain First Aid is 30 minutes of time. In a game with rampant time travel that is not a cost. So these are the two dynamics I am stuck between. Magic is a good suggestion. I feel like people who do magic that costs FP must have a solution for this but I don't run games with magic so I don't know what it is. Maybe I need a powerstone or something! |
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| Tags |
| fatigue points, fatigue recovery, first aid, infinite worlds, time travel |
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