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Message no. 1
From: Jonathan Hurley <jhurley1@************.EDU>
Subject: Re: Re Healing Magic
Date: Tue, 14 Jan 1997 18:51:07 -0500
Justin Pinnow[SMTP:jpinnow@*****.edu] wrote:
>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
Message no. 2
From: Justin Pinnow <jpinnow@*****.EDU>
Subject: Re: Re Healing Magic
Date: Wed, 15 Jan 1997 08:53:16 -0500
Jonathan Hurley wrote:

> Justin Pinnow[SMTP:jpinnow@*****.edu] wrote:

> >Jonathan Hurley wrote:

<Snip of my post>

> 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.)

That is exactly what I am proposing. 7 boxes of damage IS more than 6.
The damage level HAS been exceeded (the description doesn't state that
it has to be exceeded by an entire wound level - just that it needs to
be exceeded...which it has been....by 1 box). I could see how this
could be interpreted the way you mentioned above, however.

> 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.\

Okay.

> 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.

Well, there is another perfectly valid interpretation of the parts you
quoted:

> The spell "*reduces* the penalties suffered because of physical damage"
> How can you reduce something that does not exist at the time of casting?

The quoted statment simply says what the spell does. Nothing more.
Whether pre-cast or not, the spell will still reduce penalties suffered
because of physical damage *when the wound is taken*. That doesn't
necessarily mean that the spell can't be cast before hand and, when the
wound is taken, offset the appropriate wound modifiers.

> How can you counteract something that does not exist at time of casting. My

Again, this can easily be interpreted another way:

The spell is cast and "awaits" damage to occur. When said damage
occurs, it kicks in and offsets the appropriate wound modifier. Just
imagine this spell as if it were a pain editor - once cast, it's always
there....and when you get wounded, it kicks in. Make sense?

> 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.

I don't see how my explaination has anything to do with my unacceptance
of game balance. I don't see the spell as interpreted by myself as
being unbalanced. In fact, I feel the high drain code sets a standard
for what the spell should be able to do.

<Snip>

Justin :)
--
_____________________________________________________________________________
Justin Pinnow
jpinnow@*****.edu

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