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Re: [HOE] Sykers and healing [Hopler]
In a message dated 8/1/00 12:53:15 PM Eastern Daylight Time, tsm@jlab.org
writes:
<< 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>
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... >>
I've never had it cause a problem in my game. Any syker worthy of the name is
going to make his roll for minor wounds on the first or second try. More
serious stuff may be a little harder, but it is also very time consuming. If
the posse has the time to sit around and heal up that's fine. If the heroes
are up against some sort of time constraint, they're going to have to choose
between allowing the syker time to heal and making progress. Add to that the
time it takes for a badly wounded syker to get his Strain back after healing
himself and it really adds up. Plus, sykers can only heal themselves.
In general, I have no problem with heroes being able to patch themselves up
fairly quickly after a combat. It allows the group to get on with the
adventure. One of my player's guest-GMed for a while and I actually got to
play. Our only healer was put out of commission early in the game and the
rest of the game was really frustrating because we were all walking around
with -3 and -4 modifiers. (If you read this Dave, the adventure was great, it
was just the wound mods that sucked). This past Sunday, two of the heroes in
my game got put down and were within a few rounds of bleeding to death (one
was bleeding at 6 Wind per round). If it weren't for the healing powers in my
posse, the group would have had to make the decision of aborting their
mission and basically putting the adventure on hold while they tried to get
to a safe place where they could heal up or continuing in a much weakened
state. That would have forced me to either scale back the threat level of the
adventure or wipe the entire posse out--not much fun.
John Hopler
Pinnacle