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[HOE] Re: Sykers and healing [Hopler]
----- Original Message ----- >
> Date: Tue, 1 Aug 2000 12:52:42 -0400 (EDT)
> From: tsm@jlab.org
> Subject: Re: [HOE] Sykers and healing [Hopler]
>
> > You're right, if the power fails, the syker doesn't pay the Strain. The
syker
> > can basically try over and over again until he gets it right. Although
as a
> > Marshal I would rule that if he ever went bust on a roll, that wound
cannot
> > be healed by magical means.
> >
> > John Hopler
> > Pinnacle
>
> Doesn't this make Sykers INCREDIBLY powerful and also kind of annoying?
> After any fight they can heal ANY wound no matter what (just takes time to
> build up the strain) sure they might go bust, but as most sykers have a
> 5d12+ in blastin' the odds are pretty much negligible (maybe I'll try and
> figure it out). Add to that an annoyance factor:
> "Before we go in I want heal."
> <roll>
> "Didn't make it, I'll try again."
> <roll>
> "Almost, another try."
> <roll>
> "Damn!"
> <roll>
Heh. Sure, it doesn't take the player long to find out whether he succeeds
or not, but the character has spent 4 minutes to 4 hours (depending on the
wound) on his healing.. 4 minutes isn't a big deal, usually, but as the
Marshal, you can make mean life or death. Impose those time limits - that's
why they're there. And never let your players forget about Wound Penalties.
> Meanwhile the trucker has grown a third leg because the Doomsayer healed
> that critical wound and the templar is desperately waiting for that 23
> hours and 59 minutes to pass so he can try and heal his critical wound to
> the guts all the way down to a serious wound.
> This seems a little out of balance...
Sykers are powerful. All of the Arcane Backgrounds in HoE are waaay too
powerful, really. Until you look at the creatures that inhabit the world,
anyway. ;-)
sinisterdexter@mindspring.com