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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

-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.


>    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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