From: | Luke Kendall <luke@********.CANON.OZ.AU> |
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Subject: | Healing question (Was: Re: Quickening + Anchoring = |
Date: | Tue, 5 Jul 1994 17:28:31 +1000 |
luke> 10 turns divided by the number of successes. TN 4; let's say 20
luke> dice behind the spell; hmmm. 1 turn.
> Don't forget, it doesn't automatically heal all that much. You have
> to allocate some of that time to the actual HEALING, too...
>
> And 20 dice for that quickening? Bad things could happen, very
> bad things, when it's cast...hmm. Force 6 drain on a treat...
No, that was only a force 4 spell, and he's got 10 Will, so no problem.
Initiate 5, Power Focus 4, Shaman modifier +2 dice. For example.
----
BUT, this reminds me of something I've been meaning to ask here for _ages_.
In our game, we play that if you successfully cast a Heal or Treat spell,
then you can follow it up straight away with another. (And, even if one
mage fails, another can try without the +2 TN modifier.)
Now, the rules in SR I were not explicit on this point. We chose this
interpretation since making magical healing harder than this would mess
up the flow (drama) of things enormously (i.e. one or a few characters get
damaged, then you've got to hole up and heal, over the course of a month -
or you're guaranteed to get hosed by any serious opposition).
Yet I get the impression from SR II that you divide your extra successes
on the spell between categories healed (or is that _boxes_!), and speed
of healing. And you can't try again. So the fun would stop with the
first damage that couldn't be healed.
If this is right, how do you cope under these rules? (Don't forget that
damaged characters are out of action in any firefight - the few seconds
required for magical healing are usually much longer than the entire
fight. So all it affects is the aftermath of a combat.)
luke@*********