From: | "Sascha Pabst" <Sascha.Pabst@**********.Uni-Oldenburg.DE> |
---|---|
Subject: | Re: Physical adept should be fast |
Date: | Mon, 16 Sep 1996 17:45:54 +0000 |
> Sascha Pabst writes
[snip]
> > You ban healing of deadly damage because people with Essence 6 might gain an
> > advantage from it? Those people who refused to have a few fistful of wires
> > stuffed into them? Those people that turn down the advantages of Cyber- and
> > Bioware?
> This needs more comment.
I agree :-)
> It is also noteble that medkits give up at deadly wounds, you then
> need a hospital.
I guess you mean Biotech/First Aid? First Aid is used to stabilize the deadly
wounded character, and the Medkit does help (it prevents the +4TNM).
> Magic healing working beyond is very nice.
You are right that First Aid will not heal a deadly wounded character, but
nowhere is indicated that magic follows these rules, too. Vice versa, on p.155
SRII it says explicitly "[...] and the Drain Level is equal to the current
Wound Level of the target, Light, Moderate, Serious, or Deadly."
And since you only heal as many boxes off your condition monitor as you have
successes, even with a non-cybered character you need about 13 dice for your
spell to fully heal the character. And that is a heal-spell I yet have to
see...
> Folks with an essence of 6 usually in my experience have +3D6
> initative etc etc so wouldn't agin from lots of cyber, ok if i ever
That is probably compensated by the danger of grounding (if the characters use
spell locks) or dispelling (if they are using quickened spells), problems with
passing wards, attracting attention from astral watchers, etc.
There already is a balancing effect integrated, and I fail to see the sense to
"balance" it further, IMO this is unbalancing.
> Its somewhat a matter of preference but allowing treat spells to work
> on folks on a D or more gives magic a huge! advantage over mundane
> healing methods, and contemplate the idea of floks going in for cyber
> surgery, mage visiting the next day and they are out, up and about!
Still disagree. Someone gets Cyber installed (at least 1 point Essence), and
magician shows up to cast Heal (next day, you said). TN 5 at least, and 10
successes needed. Statistically 30 dice to throw to have the character fully
healed. What kind of spellslingers ARE your characters?
Sascha
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