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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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