To: <tft@brainiac.com>
Hi John, Normally it takes 2 days to heal one point of damage (way too fast but hey, it is a fantasy game). Using your spell, it costs 10 fST which you can recover in 2.5 hours. One of the nice things about TFT is that wounds were far more dangerous than in D&D. In TFT you can't do the fight, heal, fight loop that you see in the D&D dungeon crawls. However, your spell is less troubling than the ones I've seen where you get 1d+2 hit points back and the spell costs 2 fST per casting. Search the archive for my healing spells to see my suggested solution to this.
I submit that the level of healing allowed should be determined by how gritty and dangerous the GM wants the game to be. I've been all over the board on this, but I'm currently in a high power mode. Thus, my TFT would (if I was running one right now) would have high powered healing spells and cheap healing potions.
To keep cheap healing spells/potions from extending the time required for combat, I have healing spells and potions take at least 1 minute to take effect. This effectively makes them "after the fight" options. It also keeps the current fight dangerous...
--Ty =====
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