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Re: (TFT) John's healing spell.



> I have to point out that while this may be the
> majority opinion on the list, it isn't a consensus.
> Some of us consider the grim, gritty, & lethal
> nature of combat and injury to be a bug,
> rather than a feature of by-the-book TFT.

Well, I would hardly consider it to be "gritty" but "grim" and "lethal"
certainly apply. That said, if you so passionately hate even the slightest
hint of realism (something that's come across loud and clear in this and
other posts of yours), why on earth don't you just go play D&D? Not a
challenge or a criticism by any means, but it just seems to me that 112 hit
point -9 armour class "invincible ubermenschen" seems to be much closer to
your style, something that TFT won't ever provide without a total rewrite -
and after you did that, it would look like D&D anyway so why the hell
bother?

In any case, from the standpoint of basic design, it makes infinitely more
sense to start with a system that is as realistic (but playable) as
possible, and from there work in optional rules to allow those with
delusions of "Crouching Tiger, Hidden Dragon" and Erol Flynn dancing through
their heads to exercise them at their leisure (as in the "cinematic" rules
in GURPS).

> That said, any magical healing spell or
> system is going to run up against a dilemma:
> If it's too good, it will become the standard
> treatment for injury. But if it's crocked
> enough not to become the standard
> treatment, it will seem annoying weak
> and limited.
>
> So you either need to embrace really
> limited magical healing (and even the
> by-the-book healing potion is too good
> & needs to be crocked if you do this).
> Or else you need to design a magical
> healing system that you can accept as
> the standard method of recovery from
> injury, with "natural" healing being the
> emergency fall-back.

Interesting points but I don't really agree. Time and playtesting will tell,
I suppose.
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