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> Healin magic help!, It seems useless to me
PiXeL01
post Oct 21 2004, 01:00 PM
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I guess they changed this over the errataes, but I honestly thought you only got one healing shot, make it be Magical or First Aid. After that all other attempts would be wasted. Then again, my BBB as the FASA logo plastered on its side and FANPRO have a way of changing things ...

Concerning Treat: I wonder why they changed the TN from 8-Ess to 10-Ess?
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noname_hero
post Oct 21 2004, 01:03 PM
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QUOTE (Canid13 @ Oct 21 2004, 09:51 AM)
One thing that caught my attention, why are people casting Heal or Treat on a character in overdamage? Granted, it decreases the number of boxes the character is over Deadly, but if I remember correctly, Stabilise takes you down to 10 boxes on a sucessful cast.

An unattended character with a Deadly wound accumulates further damage from blood loss, shock etc. Stabilize spell stops this process, but it doesn't restore any health boxes. This means that if you cast Stabilize on somebody with 12 boxes of damage the character becomes stabilized, no longer receives further boxes of damage, but he remains at Deadly plus two boxes of Overflow.

The main advantage of Stabilize is that its drain level is M and therefore it has Permanent Spell Base Time = 10 turns. Heal and Treat cast at a character with a Deadly wound have a Base Time = 20 turns, and successes used up to decrease this time don't heal any damage. Dying because you reach 10+Body boxes of damage before the healer finishes his spell sucks.
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Canid13
post Oct 21 2004, 01:24 PM
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Pixel, the drain code for Treat isn't as severe as for Heal. Personally though, I think 8-ESS would be much better but then again, I'm a guy who thinks a human should have Essence 3 :o)

Noname, I'm pretty sure my book says that Stabilise drops you back to 10 boxes. I could be mistaken, but I don't think I am. Though to be honest, very few of my players ever take overflow. They either go down in the first volley or not at all :o(
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Kagetenshi
post Oct 21 2004, 02:09 PM
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QUOTE (Canid13)
Pixel, the drain code for Treat isn't as severe as for Heal. Personally though, I think 8-ESS would be much better

Me, I’d be more comfortable with 11-Essence.

~J
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Canid13
post Oct 21 2004, 02:29 PM
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Well Kage, as the old chiche goes, each to his own and it takes all kinds :o)

It does make healing the PC shapeshifter awefully easy though, TN 2 for treat and no bioware :o)
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Synner
post Oct 21 2004, 02:34 PM
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Or then again you might just want to let him regenerate and save yourself the Drain.
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Canid13
post Oct 21 2004, 02:43 PM
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QUOTE (Synner)
Or then again you might just want to let him regenerate and save yourself the Drain.

We tried that Synner, but the character kept getting annoyed cos after a fight he'd instantly be shot by his friends to get him to Deadly damage so he could regenerate. To solve that, the shaman will caste a spell, or if he's at Serious I'll allow an 'invoked regeneration'.
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RedmondLarry
post Oct 21 2004, 02:45 PM
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Uhhh. A shapeshifter regenerates partial damage at the end of the Combat Turn even if he only has 3 or 8 boxes of damage.

/Edit: The only time I believe Treat or Heal is useful on a Shapeshifter is when he fails to regenerate after reaching Deadly, but has not yet exceeded his Overflow Boxes.
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Kagetenshi
post Oct 21 2004, 02:48 PM
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If he takes Deadly, he needs to roll to regenerate. If he takes anything less, it all vanishes at the end of the combat turn, no chance about it.

~J
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Canid13
post Oct 21 2004, 02:49 PM
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Where's it say that? I looked for it and couldn't find it, so I ruled that the shifter could invoke regeneration as an exclusive complex action. Still had to test for magic loss too.
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RedmondLarry
post Oct 21 2004, 02:52 PM
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Critters, page 14.
The creature suffers standard penalties for the rest of the Combat Turn in which he is wounded, but those wounds are normally healed at the end of the Turn. It's only if the creature reaches 10+ boxes that it has to check for failure to regenerate.
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Thistledown
post Oct 21 2004, 03:49 PM
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I always thought each time the char was damaged, shot, cut, etc, counted as a seperate wound.
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Canid13
post Oct 21 2004, 04:12 PM
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QUOTE (OurTeam)
Critters, page 14.
The creature suffers standard penalties for the rest of the Combat Turn in which he is wounded, but those wounds are normally healed at the end of the Turn. It's only if the creature reaches 10+ boxes that it has to check for failure to regenerate.

OUCH!!!

Well, that solves one problem. No more fudging around the shifter. He gets every hit as it should do }:o)
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Bigity
post Oct 21 2004, 04:43 PM
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Why would you fudge for a shifter and not for a regular PC anyways?
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Canid13
post Oct 22 2004, 03:10 PM
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No, I fudge for them all.... but I won't be for the shifter. Last night the shifter's player decided to not bother rolling damage resistance for a 6S falling damage because he knew he'd regenerate......

Get even passed his magic loss check.
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BitBasher
post Oct 22 2004, 03:34 PM
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You don't roll magic loss for a serious, He didn't even have to pick up a die for that either. You only roll for magic loss at a deadly.
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Canid13
post Oct 22 2004, 03:57 PM
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Really? Oh crap.

Well, guess that changes things too...
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Feonyx
post Oct 22 2004, 05:23 PM
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I know this might not be what was intended, but I read a wound as a wound. In other words if you get shoot in the foot for 2 and then shot in the arm for 4 you can heal either of those wounds 1 at a time.

I now see that this is incorrect?

Feonyx
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Ol' Scratch
post Oct 22 2004, 05:29 PM
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QUOTE (OurTeam)
Not a big deal, toturi, but there is the interpretation I put forth 6 hours ago. It does not match either of your interpretations, and I think it is the one that the writers intended.

IMHO, if magical healing is successful but leaves one or more boxes of physical damage, those boxes are part of a "set" of wounds. Any wounds received until the next successful magical healing make up the next set.

Actually that's exactly what I was saying, just not with as many pretty words.
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hyzmarca
post Oct 22 2004, 05:51 PM
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Magical healing can be useful for shifters spellcasters. They only heal one box of drain every minute and can't implant trauma dampners.
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spotlite
post Oct 22 2004, 05:57 PM
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I think the rules intend Our Team's interpretation. But we use seperate injuries. I.e. if someone takes an M from a pistol and an S from a shotgun, we would allow two heal spells, the first only able to heal 3 boxes of damage (i.e. the moderate wound). If it had been a single D wound, it would have to be one spell, and obviously they would only be able to heal up to the force of the spell in boxes so they probably couldn't heal it all.

If the mage wants to attempt it and has a spell powerful enough to heal all 9 boxes from the first example in one go, we'd also allow that. The spell becomes more flexible, and it makes life easier for the mage and makes characters more survivable - but its most definately a house rule. The example in the book I don't beleive is clear enough, but I think Our Team has the correct canon interpretation. We didn't like it, so we changed it.
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RedmondLarry
post Oct 22 2004, 07:47 PM
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QUOTE (hyzmarca)
Magical healing can be useful for shifters spellcasters. They only heal one box of drain every minute and can't implant trauma dampners.
Sorry, "Physical damage caused by Drain cannot be healed using magic, only by rest and medical attention." See Drain, SR3.162.
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Lantzer
post Oct 22 2004, 07:55 PM
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QUOTE (Kanada Ten)
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Note that a correction to SR3 in the 3rd printing made it so that the Stabilize Spell needs a Force at least equal to the number of boxes of Overdamage to have an affect. A Troll who has taken 23 boxes of damage (13 overflow), and then receives 6 magical healing, still can't be stabilized with a Force 6 Stabilize spell.

That sounds like it needs a fix. I would suggest, as a house rule, that the spell stabilizes characters with a number of boxes in overflow equal to the Force plus successes up to a maximum of twice the force.

I dunno - I think 13 boxes of overdamage is quite a bit. We are talking about someone who has taken multiple deadly wounds or a whole mess of serious wounds. His various body parts may no longer all be in the same time zone. I've never had a character go more than 6 over deadly. (Usually because they are smart enough to duck).

I think the rule as stated works ok.
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Kanada Ten
post Oct 22 2004, 08:00 PM
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I was thinking more about a few minutes passing before HRT could reach the fallen troll who might have only taken a light and a deadly. It's not as if stabilize is extremely useful beyond this role, but perhaps a more canon "number of successes up to the Force * 2" would work better.
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