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Re: (TFT) Revised Healing and Injury rules.



Wow ! Thank you, everyone, for all your well thought-out and passionate comments.

I'm not running a campaign now. But, if I were, I would keep the spell. That's because I like TFT, but I don't like how very easy it is for characters to die. My attitude on GMing is that games should be fun. Realism is nice, and I put some of that into my scenarios, but this is a fantasy game, and I emphasize fun in games. So, I prefer stacking the odds somewhat in favor of keeping my players' characters alive so they can continue to play the game and have fun.

I would also keep most of the spell the same as what I proposed.

Keeping it at IQ 15 seems about right: it requires higher intelligence but it does not require genius level intelligence. Thus, it useable by characters who are out campaigning, but it is "expensive" enough to not be immediately useful. Cahracters would still need to learn to use their wits in order to survive and thrive, which is a big part of the scenarios I design.

I would also keep the prerequisites (the Aid and Repair spells). They force a character to specialize somewhat in healing. In other words, there would be a trade-off in having other ability in order to have healing ability. That adds a bit of realism while also maintaining the balance of the game. After all, TFT doesn't have character classes, and I like that. However, I also like how TFT talents allow the freedom of development while also requiring some investment in a specialization by characters in order to achieve a high level of skill. Thus, the prerequistes to my spell are not quite amounting to a character class in healing, but they require more commitment from characters for magical healing ability than just spending an IQ point. And, hopefully, game balance, fun and a bit of realism are preserved.

However, I think I would increase the ST cost for using the spell. One of the posts really addressed that point well. At 10 ST points, it would be too easy for a wizard character to rest up after healing someone. That needs to be changed. However, I would not want the spell to be too draining; I want it to be useable by player characters who are out campaigning. So, I would increase the ST cost to 15 ST points per one point of damage that is healed. That cost is low enough to be useable while on campaign, but it is expensive enough to not use lightly or routinely. (Otherwise, that ST battery would quickly wear out or the apprentices, if they went along on campaign, would get worn out.)

Thank you again, everybody !  Be well and good gaming !

--John



From: "John Gfoeller" <johng3110@hotmail.com>
Reply-To: tft@brainiac.com
To: tft@brainiac.com
Subject: Re: (TFT) Revised Healing and Injury rules.
Date: Wed, 06 Apr 2005 13:54:36 -0400

I had thought about a healing spell that would heal 1 point of damage per 10 points of ST invested. I thought about requiring the Aid spell (IQ 9) and Repair (IQ 12) spell as prerequisities, and making the Healing spell an IQ 15 spell. Comments?

--John
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