Subject | [dq] Restoratives |
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From | Zane Mendoza |
Date | Sat, 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 __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Base Chances of Spells - And Backfires |
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From | Michael Scott |
Date | Sun, 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 _________________________________________________________________ Shop ‘til you drop at XtraMSN Shopping http://shopping.xtramsn.co.nz/home/ -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Restoratives |
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From | Clare Baldock |
Date | Sun, 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 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Base Chances of Spells - And Backfires |
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From | Michael Scott |
Date | Sun, 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 _________________________________________________________________ Discover fun and games at @ http://xtramsn.co.nz/kids -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Base Chances of Spells - And Backfires |
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From | William Dymock |
Date | Sun, 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 -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.375 / Virus Database: 267.14.21/235 - Release Date: 19/01/2006 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |