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Originally Posted by Elsenrail You are a little too harsh. 1d10 is fine... 5 on average only. |
Well note I only do that for the Heal skill... any Shallya healing would be the full 1d10. So far it has worked good for us...
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Originally Posted by Elsenrail And the elixirs... they can do. And they aren't so rare. Simply go to a large city and buy all that are in stock before another adventure. |
Yes very true. They also tend to carry around a lot of Healing Daughts (Heals 4 W for a lightly wounded character)
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Originally Posted by Elsenrail However, a party made of: a priest of Sigmar, a priestess of Shallya, a White Wizard... is a healing machine... and pretty effective in combat. |
Super-duper true, but those are all Advanced Classes also... the Journeyman Wizard can gets his minor Healing in his Second Career, while the Priests also have a fairly mild healing in their second careers and those of Shallya don't get the big healing until their 3rd Career... it can take a while.
In the game I am running we just had our 12th game, and the group has gotten 1,800XP (I tend to give a base 150 per game just because). They are a ways off from their 3rd careers. Right now we have a Journeymen Wizard (ex-apprentice), a Dwarf Scout (ex-Hunter) and a Human Knight (ex-Squire). Everyone has burned at least 1 fate point, but only one of them is even half way close to getting Insanity...
They started out working for some minor Merchant (looking for lost sheep, seeking stolen property, protecting her from racketeers, etc) but now that the Wizard has made Journeymen status, he has a Wizard Master who has been sending him out on missions.