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Re: (TFT) Revised Healing and Injury rules.



Depending on the situation though, especially with high ST or even no healing spells, it is actually a pretty good gamble.

If a hero wearing leather armor is fighting an opponent with a 10 adjDX who does 1d6 damage, that opponent has a 25% chance of doing at least one point of damage (50% chance of rolling a 10 or less to hit multiplied by a 50% chance of rolling 3 or better damage).

Since Aid lasts for two rounds, the odds are even better the proactive aid will get used. The likelihood that the hero will NOT take at least one point of damage is 75% in one round, so the likelihood that he will NOT take damage in either of two rounds is 56% (.75 x .75). This leads to a likelihood that he will take 1 or more points of damage of 44% (1 - .56). Not a bad gamble (a little worse than 2 to 1) considering a no magical healing canon TFT, a 50 point healing spell, or even a 15 point healing.

Against a classic myrmidon (2d6 damage with adjDX 12) the chance of the myrmidon doing at least one point of damage in two rounds against the leather-clad hero is 90%!

Also, post-facto healing doesn't bring you back from the dead, but Aid could prevent you from being killed.

Sure it requires a wizard to actively "pre-heal" characters, but it's low cost (1:1) and doesn't require continued concentration or additional points to maintain.
And it would make a low IQ apprentice even more versatile.

Also, as to your first point, does that mean that your version of the Aid spell provides fST (fatigue ST which heals quicker, answering John's question) and cannot provide real ST?

Rick Smith wrote:

I treat fST spent on spells or long distant
runs as different as damage that is taken
off your hit points (ST). So it is a non-issue for my campaign.

But note that the (f)ST given by an Aid spell lasts 10 seconds (this turn and next one) so unless you knew exactly when the damage was coming it seems an expensive precaution.

Regards, Rick.
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