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Post by Deleted on Jul 29, 2012 4:22:24 GMT -5
Reverse Death | IQ14 | * | Revives a character killed in the current encounter, stabilized at ST1. A character having taken 2xST damage points is irreversibly dead. |
what should the Fatigue cost be?
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Post by vladtaltos on Jul 29, 2012 8:52:43 GMT -5
Hey, a question I can answer...The cost in Fatigue equals the ST of the resurrected character. This is from the rulebook I printed in 2011. Glancing at the newest edition, it looks like the Fatigue cost was left off this spell.
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Post by mister frau blucher on Jul 29, 2012 9:59:05 GMT -5
D'oh! Thanks for bringing this to our attention, guys!
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Post by Deleted on Jul 29, 2012 11:15:40 GMT -5
Hey, a question I can answer...The cost in Fatigue equals the ST of the resurrected character. This is from the rulebook I printed in 2011. Glancing at the newest edition, it looks like the Fatigue cost was left off this spell. assuming you mean the Fat cost is the number of ST points required to bring the character to ST1... how does this differ from using the normal 'Heal Wounds' spell? (which has the same Fat per ST point cost)
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Post by mister frau blucher on Jul 29, 2012 11:29:15 GMT -5
Nope - the cost is equal to the full ST of the character. If your warrior is ST 12, it costs 12 FT to bring him back to life at ST 1.
Looks like Heal Wounds got changed in the new table, too! It used to be that you could not use Heal Wounds on a character below 0 ST. This is why Reverse Death is a powerful spell. If you do not have it, you need to bring a character up to 0 ST with Medic and/or heal potions, and then use Heal Wounds.
As it is now, Heal Wounds is too powerful - time for more editing!
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Post by Deleted on Jul 29, 2012 12:15:17 GMT -5
Nope - the cost is equal to the full ST of the character. If your warrior is ST 12, it costs 12 FT to bring him back to life at ST 1. Looks like Heal Wounds got changed in the new table, too! It used to be that you could not use Heal Wounds on a character below 0 ST. This is why Reverse Death is a powerful spell. If you do not have it, you need to bring a character up to 0 ST with Medic and/or heal potions, and then use Heal Wounds. As it is now, Heal Wounds is too powerful - time for more editing! well, i was assuming that 'killed' meant that the character had lost an amount of ST below 0 equal to their ST. so a ST 12 character that was dead would have ST -12 or lower. in that case, the Fat cost according to your answer and my assumptions are basically the same. of course, that is all going by the current wording of Heal Wounds. if it were me, i would let Heal Wounds stand as it is written and just drop Reverse Death. i have always thought Heal Wounds is too costly (convert 1 Fat to 1 ST)(not powerful enough considering someone with Medic(3) can heal 3 ST without expending any Fatigue). allowing it to replace Reverse Death takes some of the edge off that for me. however, my true wish would be to make Reverse Death required to bring someone to ST 1 from negative ST (with the cost you have described) while Heal Wounds converts 1 Fat to 2 ST for 'living' characters only.
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Post by Deleted on Jul 29, 2012 12:20:36 GMT -5
...or perhaps a streamlining... Heal Wounds | IQ8 | * | Restore 1 ST for each Fatigue point used on dying characters (ST <= 0); Restore 2 ST for each Fatigue point used on living characters (ST > 0). |
...and then drop Reverse Death
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Post by mister frau blucher on Jul 30, 2012 9:38:43 GMT -5
Hey ewookie,
Characters that have been reduced to 0 ST or less are bleeding to death, and will die unless brought up to 1 ST (see Injury and Exhaustion, LAW page 3).
Your proposal makes Heal Wounds too powerful. It was not meant to bring someone back from death's door - it is more like heal Light Wounds from D&D, but more scaleable. Reverse Death is the spell for anyone who is at -1 or more ST. The 1=1 ratio for Heal Wounds means you must practice resource management. Also it is simpler than the split case of someone above/below 0ST, and we like to keep things as straightforward as possible.
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Post by Deleted on Jul 30, 2012 9:43:42 GMT -5
fair enough
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Post by klingor on Aug 12, 2012 10:36:19 GMT -5
Hi I've always played DCG Heal Wounds and Reverse Death as 1) If a character stlll has (ST - Dam) >= 0 then Heal Wounds can be used to repair damage. 2) If a character has (ST - Dam) < 0 then Reverse Death needs to be used. 3) Irrespective of 2, a character who has sustained damage equal to twice his original ST is destroyed and cannot be recovered. As an example A character with ST 10 has taken 10 points of damage leaving him on 0. Heal Wounds could reduce this. If he had taken 11 points of damage leaving him on -1, Reverse Death would be needed to boost him to, at least 0, whereupon Heal Wounds or Healing potions could be used. If he had taken 20 points of damage, and so had gone from ST 10 to ST (-10), he would be irrecoverable (except for gamesmaster fiat re wishes). This divides the necessary remedial actions into 3 stages 1) Dam <= orig ST : Heal Wounds works. 2) Orig ST <= Dam < 2 X orig ST : Reverse Death needed until (1) applies. 3) Dam >= 2 X orig ST, it's in the lap of the Gods. It seems self-consistent and it works for me. Cheers Colin
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Post by mister frau blucher on Aug 13, 2012 14:57:02 GMT -5
Cheers, Colin!
That is indeed the way it works. The other options are Medic and potions. Medic works with guys who are below 0; but if you cannot bring them to 1 ST, they will still die - unless you can get them to 0 and then Heal Wounds will work. But if you character is at -3 ST and his ally has Medic+2, he is hosed.
I allow potions to be used on unconcious characters. This goes way back to Death Test, with the powerful potion that says, "Drink, or give to one who can drink no longer." You could make a strong arguement that the potion cannot get into the stomache of someone who cannot swallow. But I am a bit more lenient here, and allow it.
Bret
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Post by klingor on Aug 13, 2012 15:06:43 GMT -5
Hi Further to the above. I would like to re-emphasise that (the way I see it) 1) When Dam + Fatigue reaches original ST, you are unconscious but not dead. 2) Fatigue is recovered at the same rate as long as the Damage sustained is less than original ST. ie If your original ST less physical damage is >= 0 you are still in the zone, and fatigue loss will reduce if you are left undisturbed. At the point in your fatigue recovery that Damage + residual Fatigue is less than original ST, you wake up, can move around and generally back in control of yourself. Example Undamaged Magic-using character ST 10 casts spells using 5 Fat (Staff depleted - he's had a long day!). Enemy archer then hits him for 8 points of damage. 8 Damage + 5 Fat = 13. This is greater than original ST 10 but physical damage (8) is less than current physical ST(10). Result is that character falls unconscious. If left undisturbed, he will recover fatigue at the rate of 1 fat per 15 min so after 1 hour he will have recovered 4 fatigue points. At this point he has 8 Physical damage and only 1 fatigue point. As 8 + 1 < 10 (original ST), he is now able to get up, move around and generally have some sort of control of his destiny. Cheers Self-consistent Colin
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Post by klingor on Aug 13, 2012 15:52:17 GMT -5
Hi, Bret When I wrote 'Further to the above', I meant 'Further to my post above'. You had posted your message before I could add my addendum to mine! However, having read your post, I still think that Phys Damage vs ST is deciding factor. I would allow Medics to convert physical damage to fatigue (I consider an encounter to last for 15 mins) and then let time take its course but after that, if physical damage is greater than orig ST, the character is dead unless magic is used. A potion would only be effective on a character with a remaining (ST - phys Dam) = 0 (unconscious but not dead) or greater. Cheers Colin
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Post by Deleted on Aug 13, 2012 15:54:15 GMT -5
geez, guys. i said 'fair enough' how bout yall chime in on my SPELL: Assist question instead? collin, i think you explain things very well. that is how i thought it worked...and that is how i'm doing it. bret, one could argue the potions and dying people either way...but i'm glad we're not
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Post by mister frau blucher on Aug 13, 2012 16:33:21 GMT -5
Hey ewookie, I did not see you cry "uncle" yet! About the spell - d'oh! Missed it! Sorry! Indeed, you are self-consistent Colin!
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