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Re: (TFT) Healing Spells - how has TFT philosophy changed with these?
Rick, it occurs to me that we actually had a bit of the healing your
system provides, without magic. That is, when feasible, we often had
fairly large parties with many NPC comrades, mercenaries or people
induced into joining for a share of the loot, and a wagon/cart or
two. When some people got wounded, they'd ride in the wagon to heal
up, and the group was always assessing the condition of the men and
rotating the healthiest into the front lines while the worst healed
and the moderately wounded would avoid being up front, etc. Having
some fighters out of action for a while made sense, provided
consequences for combat risks, created interesting situations and
choices, and caused the cast of active characters to be mixed up.
Clearly different people like different styles of play regarding healing.
Now, even though people here aren't generally advocating instant
unlimited healing, I think it's important to consider the effects of
such. I think some problems with D&D-or-CRPG-style healing, where
people can heal up completely between battles with little/no cost, include:
* It makes combat consequences all-or-nothing - there are fewer
considerations over whether to fight or not based on attrition. The
players' decisions around whom they attack will tend to boil down to
whether they can win, only. No more great concern for being injured
and needing to rest to heal, nor for being injured and so the next
fights getting more and more dangerous. Which makes it all much more
all-or-nothing, and little for players to worry about besides actual death.
* Therefore the bar of acceptable risk is higher, and the cost of
mis-estimating is more likely to be PC death. This gets closer to the
territory of "not interesting because no real risk" or "upsetting
because we died", since there is no possible outcome of "oh crud we
got all butchered and now we have to hide and heal" (unless they lose
their means of healing).
* If healing is very fast, then the world has little time to react to
PC attacks, which removes an interesting and natural balance to the
world situation. For example, if players need to heal up for several
days, that gives their adversaries several days to heal, regroup,
bring in reinforcements, retreat, make new plans, etc. If they can
magically heal in a short time, then that kind of development has
much less time.
* A challenging target becomes only as challenging as any one
encounter between healing up. This means a group of players who can
beat any one situation starts to be able to overpower much larger
targets, even over a short time scale.
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