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From: "Mark Steedman" <M.J.Steedman@***.rgu.ac.uk>
Subject: Re: Physical adept should be fast
Date: Tue, 17 Sep 1996 11:20:01 GMT
Sascha Pabst writes

It looks like we have differing opinions. However the best solution
is probably game dependent.

> > 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).
>
yes. There is also a special stabilise spell for doing this. but all
they do is stop the 1box/ 10 mins getting worse rather than curing.

> > 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.
i agree happily that by the book magical healing can heal any boxes
at 1/success, including overflow.

> 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...
force a few, sorcery 6 and a power focus. Ok you might not get 100%
but if you can get them down to 2 boxes light wounds heal overnight
at about low lifestyle. I have seen force 6 treat spells on the loose
to cope with the fact that the force 1 plus 'thow in my magic pool'
approach does not solve this.

>
> > 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?
given a couple of karma induced rerolls, they might not grant
miracles but getting characters on their feet (even if not very well)
if very handy given that non magical methods will probably take at
least 10 days (and getting 3 successes on that body roll is hard even
for real grunt Sammies)

>
> Sascha
Mark

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