From: | Kelly Martin <kelly@*******.BLOOMINGTON.IN.US> |
---|---|
Subject: | Re: assorted |
Date: | Thu, 7 Sep 1995 08:50:27 EST5 |
>> even that isn't a sure thing; to get six successes against a TN of
>> 4 50% of the time takes 11 dice. and if you use all six successes
>> to heal, you can't reduce the healing time, which means you have to
>> sustain the spell for 15 turns.
Gurth> Aren't we all missing the point a bit? Cast a spell which will
Gurth> give you Serious drain. Then make it Physical, so you can heal
Gurth> it faster than normal with a Heal (or Treat) spell. What
Gurth> happens next? You still take that Serious Stun drain,
Gurth> _from_the_Heal_spell_...
i had recognized that but neglected to comment on it... it's also
even worse because the drain test is at +3 because of injury
modifiers.
i have to agree that i do _not_ see the point. :)
k.
--
kelly martin <kelly@*******.bloomington.in.us>
You can't sue one hundred million people.
-- me, as quoted in the August 14, 1995 New York Times.