Subject[dq] Restoratives
FromZane Mendoza
DateSat, 21 Jan 2006 13:40:20 -0800 (PST)
Over the past discussion with the 3 nasty spells in
the game a few people brought up the point that
Restoratives are over powered. I personally agree (To
note I play a witch whose highest ranked spell is
Create Restorative).

In an effort to rectify this would it be better to
alter the spell to being 2+1/4 ranks endurance for
double that in fatigue. Also add in a price variable
for the ammount of endurance dealt with permanant
resoratives.

I think this would be a good change as it would mean
that to get the most commonly requested resoratives
(6/12's or 8/16's) 

I don't agree with people insisting that resoratives
not "heal" spell casting fatigue mostly due, as far as
I am aware, only 1 or 2 ways to recover that,
resoratives and a healer transfering fatigue, I could
be wrong on that but I don't think I am.

Zane

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SubjectRe: [dq] Base Chances of Spells - And Backfires
FromMichael Scott
DateSun, 22 Jan 2006 10:45:46 +1300



>On 1/20/06, Simpson@smtp.sig.net.nz <Simpson@smtp.sig.net.nz> wrote:
> >
> > Well I agree restoratives are a problem when using spell fatigue as a
> > constraint, but then I think restoratives are a problem right now 
>anyway.
> > But that could be easily solved by making restoratives have a shelf life 
>of
> > pulses and/or make them self only.
>
>
>Pulses aren't really the point, though indefinite shelf life may be.
>
>The current spell description allows for either standard cast, no special
>costs, lasts 2+2/Rk minutes, or cast as a 1 hour ritual,  500sp in
>ingredients, indefinite duration.
>
>When playing I'll make them for party members on demand, and only have a 
>few
>"permanents" on hand for emergencies.
>
>Where are the many permanent ones in circulation coming from?  Are PCs
>making and selling them (and losing the appropriate ranking time) or have
>GMs commoditized them?
>
>Cheers,
>Martin

PCs are selling them and yet losing the ranking adventure time.

Duration isn't the problem it is the insane amount of FT you get back, Rk 8 
= 20FT for 10 En, who needs more except maybe highs or those with uncapped 
Ft. Half the amount of Ft so at rk 20 you get 22 would be my sugestion (the 
En damage to if you want to be kind) and make the cost 500sp + 100sp per 
rank to decrease the availablity of the poitions.
TTFN
Michael

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SubjectRe: [dq] Restoratives
FromClare Baldock
DateSun, 22 Jan 2006 10:51:27 +1300
On 22/01/2006, at 10:40, Zane Mendoza wrote:

> I don't agree with people insisting that resoratives
> not "heal" spell casting fatigue mostly due, as far as
> I am aware, only 1 or 2 ways to recover that,
> resoratives and a healer transfering fatigue, I could
> be wrong on that but I don't think I am.

If restoratives didn't heal casting fatigue their use would become nil. 
Waters of healing, or guild healing potions both heal damage fatigue 
without doing endurance damage.

cheers,

clare


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SubjectRe: [dq] Base Chances of Spells - And Backfires
FromMichael Scott
DateSun, 22 Jan 2006 10:54:04 +1300
>Well actually restoratives/gutbusters are totally broken IMHO, but could be 
>easily fixed.
>
>A 3-4 mage group composed of, say, a mind mage for empathy, nuke mage 
>(necrosis/hellfire), wiccan for restoratives and E&E (for optional damage 
>enchance and quickness) can theoretically cast infinite rank 20+ 
>hellfires/necrosis at the rate of 1.5 or thereabouts hellfires a pulse 
>(restorative wiccan alternates between casting restoratives and more rank 
>20 hellfires). Mindmage cures endurance damage from drinking restoratives 
>and occasionally drinks one himself). Not to mention they would also be 
>throwing out mental attacks and sleeps on a regular basis.
>
>Restoratives plus magic healing = more fatigue out than in = endless supply 
>of spell fatigue = bad.

Have a cumlitave effect of some kind for those who abuse gut busters i.e. 
minor curse effects for every poition over 2 per 10 mins.

Incurable except by rest En damage, possibly something like spec grev En 
damage.

Efficacy of poitions lessons by 1 Ft for every poition consumed within 24 
hours after the first.

TTFN
Michael

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SubjectRe: [dq] Base Chances of Spells - And Backfires
FromWilliam Dymock
DateSun, 22 Jan 2006 14:15:17 +1300
Restoratives 'cost' 500sp to make. Who knows what your average witch will
charge?

In my experience a NPC witch charges, on average 5 restoratives for a night
with the most handsome adventurer.

People should also remember that a restorative weighs about 1 lb and
requires a source of drinkable water.
Always check PCs that they have bought this valuable (and heavy) resource.
Is it on their equipment list and have they been taking the FT cost in
exercise?

Of course if you have a water mage and a witch then this problem may be
moot.

William


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