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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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