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Re: (TFT) Re: Healing spells in TFT
Looks reasonable to me in terms of balance to add to a TFT game. I can see
some situations where it might get put to more powerful use, such as where
strength batteries, apprentices, and/or fatigue donors are used to repair
heroes, but at 5 fST per point, it's probably going to be about on par
with other magic options in TFT. (e.g., a 5-die lightning bolt is probably
a good alternative to healing Omgar the Great for another 1 point of
damage, etc.)
The "per time you get injured" limit might due with rephrasing. If you
track injury, it could be once per injury, possibly with a limit per
injury.
-1 x ST as a death threshold seems pretty high for TFT, unless the
attempts to stop bleeding are uncertain and require some time, in which
case it may be good.
PvK
> I created and posted this solution to the no-heal-spell problem
> some time ago. I'm curious what the current magic heal debaters think
> about this IQ 17 spell:
>
> HEAL (T): This spell heals physical wounds with a successful
> spell roll. Cost: 5 ST for every hit healed, but only 4
> ST if wizard also has the Priest talent, or only 3 ST if
> wizard is also a Theologian -- but only if gods really do
> exist in the GM's campaign (and the wizard worships a
> benevolent one), otherwise the cost is 5 ST for everyone.
> You can assume gods do exist if you're playing solitaire.
> A failed DX roll to cast Heal costs only 1 ST.
> Also, just like the Physicker talents this spell will
> only work once for each episode of being wounded, such as
> combat (i.e. the wizard can throw as much ST as he likes
> into healing, but once done cannot do it again until the
> patient is wounded again.) Use of this spell also
> precludes any further physicking, but a heal can be done
> after any non-magical healing. Any remaining hits must
> be healed normally.
>
> In my campaign I limit wizards to 25 fatigue points per day for
> non-combat spellcasting (the same limit an apprentice has while
> helping to create enchanted items). A wizard with the above spell
> could heal 5 hits per day. This usually means 3-5 party members get 1
> more ST point back per day beyond natural healing, which I don't find
> unbalancing. PC's still have a healthy respect for their opponents'
> weapons, and heal potions are still worth bringing along.
> By the way, I use the -1 x ST = Death optional rule. At /0/ ST a
> figure goes unconscious. If below this the victim must make a 3-die
> roll vs. ST or start bleeding to death at 1 ST per turn. Helpers with
> Physicker and/or heal potions (or the above spell) can stop the
> bleeding.
>
> Dave Seagraves http://groups.yahoo.com/group/thail
> Adieu, Chasseur mon ami
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