From: | HAUPT ULRICH FB08 <sandman@****.UNI-OLDENBURG.DE> |
---|---|
Subject: | weak Health Spells |
Date: | Tue, 8 Jul 1997 10:38:15 MEZ-1MESZ |
> example, a light (or +1) spell requires at least 1 success; a medium (or
> +2) spell requires at least 2 successes; a serious (or +3) spell requires
> at least 3 successes; and, a deadly (or +4) spell requires at least 4
> successes. This tends to weaken the heal and treat spells a bit, but I
> think that is necessary in my game to prevent the energizer bunny
> syndrome.
>
> --Glenn Brook
I don't think it is necessary to weaken the health spell. Most of
thew guys who needs the health spell are those street sams. With
their big ammounts of essence (in my group around ONE) the TN of the
Treat Spell is at least 6 which means the wizards have about one to three
successes. The sams do have serious damage very often. So the healing
factor of magic is very low ! And as each wound can only be healed
once by magic so there is no recharge during a day at the
magician-health-station. IMO the health spell is only powerfull
enough to reduce the doctors costs or to wake up the comatose guys to
get out of the play ground. It is not that powerfull to unbalance a
fight between two groups equal in power but with only one group
having a restoration centre
Sandman
*greetings from Germany to you all*