From: | Jonathan Hurley <jhurley1@************.EDU> |
---|---|
Subject: | Re: Re Healing Magic |
Date: | Tue, 14 Jan 1997 18:51:07 -0500 |
>Jonathan Hurley wrote:
>I didn't find the spell description to be too ambiguous. From what I
>recall, the spell can be cast on a person at any time. Then, the spell
>would last until the physical damage condition monitor exceeds the level
>of the spell. (There are L, M, and S versions of the spell.) Thus, if
>you have the M version of this spell pre-cast upon you, it wouldn't wear
>off until you sustain one box more than a physical moderate wound (5
>boxes total, I believe). At that point, the spell is no more, and you
>suffer all normal penalties for your damage until the spell is recast.
>
>I don't see why this is considered too powerful to be pre-cast. After
>all, no matter when you cast the spell on a person, it will only help
>until they sustain said wound level +1 box. If they are out of combat
>enough to where this spell won't be used up very often, then they
>probably don't need it. Besides, the drain is pretty steep.
Umm, no. The marked boxes are the LOWEST point at which the penalties kick
in. After all, you are still only lightly wounded at 2 boxes, Moderately
wounded at 5, and seriously wounded at 9. Hence, Resist Pain (Serious)
prevents wound modifiers from applying until the character is unconcious.
Read the spell description again. The spell wears off when the character
heal, or the specified damage level is exceeded. As I just said, you do not
exceed a damage category until the next one is reached (unless you propose
that at 7 boxes, the character is somehow "worse" than seriously wounded.)
And I cannot believe that the drain of any spell that has a TN of 4 and
only requires one success is too steep.
As for my reading of the spell not allowing pre-cast, let's take a look at
that.\
The spell "*reduces* the penalties suffered because of physical damage"
"this spell does not heal or treat damage, it offsets the injury modifiers
... the character must use to relfect the damage." "A resist pain spell
cannot be used to *counteract* the pain of (D)eadly damage" (emphasis mine)
How can you reduce something that does not exist at the time of casting?
How can you counteract something that does not exist at time of casting. My
view of the spell is that it blocks the nerve pathways that are currently
carrying the pain impulses. Prior casting would not let the spell know the
specific neural pathways used to carry the signals.
Anyway, this is turning into a "religious" arguement. It seems to be a
style of play question. I played one way, and now I play another.
Seriously, it is up to you. At this point, a call to Mike is usually
invoked, but I probably won't change my ways unless he can give a good
explanation why, and since you don't seem to accept "game balance" as a
reason, I doubt you will.
From a Gateway 2000 manual:
Sucking all the chips off your system board with an industrial strength
wet/dry vac is not covered by your warranty
mailto:jhurley1@************.edu