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Re: (TFT) Healing spells in TFT.
Sure.
The healing system which can be found in GURPS Compendium, page 154
under the heading "I'm Not Dead Yet! An Optional Healing System" by John
M. Ford, first version offered in Roleplayer #16, is my preferred system.
Individual wounds are tracked and categorized by severity, and healing
and bleeding effects apply to each wound. More severe injuries bleed more
and are harder and more risky to heal.
It could fairly easily retrofitted to TFT, I think.
PvK
At 12:32 PM 9/11/03 -0700, Charles Gadda wrote:
One way to look at it is that the "point" healed by a canon TFT chemical
potion simply takes away some of the shock and pain and perhaps promotes
healing.
But it would not be wholly logical for 10 such potions to instantly and
completely heal a figure who took a single 10 damage sword thrust!
A band aid solution to this is to leave as is, but only allow one potion per
wounding incident to have effect. Additional potions on a daily basis might
speed healing in some aspect.
Note that this is NOT the approach I am taking, but I bypass this problem by
differentiating between minor and major wounds (what do I mean? Consider a
12 ST character who takes 8 damage from multiple attacks - i.e. each attack
only inflicted a couple points of damage. Here we are dealing with a large
number of fairly minor wounds that should close up in a week or so. But
consider *one* hit that does 8 damage... obviously, this is a much more
serious deep tissue injury that will take at least a month or two to even
remotely be healed.)
A minor wound can be treated by healing potions (canon, that is - I call
them healing salves since I reason them to be more like ointments) but a
major wound requires a lot of bedrest and or purely magical healing (i.e. a
healing elixir or spell)
This will all make more sense when I post my thoughts later.
----- Original Message -----
From: rsmith <rsmith@lightspeed.ca>
To: <tft@brainiac.com>
Sent: Wednesday, September 10, 2003 9:46 PM
Subject: RE: (TFT) Healing spells in TFT.
> Hi all,
> I believe it was Stan who wrote:
>
> >There is a simple way to reconcile the contradiction, and I would adopt
it
> >if pressed on the matter by the players: make healing potion a chemical
> >rather than alchemical potion. This may sound a bit odd at first but
> >consider that master physikers can make the stuff already. Pardon me, I
> >don't recall doctors commanding mighty mystical powers.
>
> In my revision of Chemistry and
> Alchemistry I have made the Healing
> Potion a chemical potion. The reason
> was that M. Physickers can make it.
>
>
> Now even with modern technology
> we don't have a healing potion in real
> life, so how do I justify low TL
> chemists managing it? Magical
> ingredients!
>
> If chemists (with no magical
> ability) can make something even if they
> use magical ingredients, then it is a
> chemical potion. If the potion maker
> must cast spells on the goop, then it is
> an alchemical potion.
>
> Rick
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