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*Pathfinder & Starfinder
Altering the shaman for a low magic OA game
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<blockquote data-quote="Graf" data-source="post: 825737" data-attributes="member: 3087"><p>That was it. Thanks.</p><p></p><p></p><p>I specifically don't want a spell that's </p><p><em>Ogino is gutted by the trecherous attack of your guard. Someone (the Hara clan?) has paid well for your lives.</em></p><p><em>round 1. Shaman kneels by Ogino, mutters spell. Ogino's guts slither back into hs body as his flesh knits closed.</em></p><p><em>Ogino gets up, "</em>I'm gonna kick some ass!<em>"</em></p><p></p><p>The spell is also deceptively powerful right now in the case of the gravly injured person. The D&D standard orison (that I'm giving out at 2nd level) only heals 1 hit point. This one could heal 8 or 9 if someone were in the deep negatives when the spell were cast. I should probably just say the spell stabilizes someone and turns half the damage below 0 into subdual damage. </p><p>Last night I was thinking that having someone at -9 hitpoints could really be a problem because the character can't play for days of game time. Of course the answer to that is to have more magical healing in the game...</p><p><span style="font-size: 9px">To answer the question: Last night when I was typing it up -1 made it seem like I the spell was definitely going to be much better than <em>resist light wounds</em> so I just made it -2.</span> </p><p></p><p>I'm also thinking that healing spells stack within a 12 or 18 hour period. So if you get healed for 3 points of damage and then later for 6 you only are affected by another 3 points. That would make the higher level healing spells remain useful even if they do do as much numerically.</p><p></p><p></p><p>I haven't yet. When I have I will.</p><p></p><p>That does sound like a good idea. Maybe a sweat lodge type spell where everyone who spends a whole day in a small area where the Shaman is chanting and muttering will get to double their healing.</p><p>I -do- like the idea of the heal skill becoming more useful. I had two characters (including a paladin) who had spent a lot of points on healing, really looked for herbs for medicinal purposes, etc. Basically all they got to do was apply some first aid and identify what kinds of curses I'd placed upon the party members.</p><p>One thing I'm less keen on is the Shaman feeling like he has to spend even more spells healing people to counteract the world. (i.e. Instead of tossing a <em>CLW</em>, to help a party member he has to <em>Abayance[/] then <em>RLW</em> then <em>Blessing of quick heal</em>. Not very fun for him.</em></p><p><em></em></p><p><em></em></p><p><em>Hmmm. You right, of course. The player would enjoy that and there will be some of that. </em></p><p><em>On the other hand as the heir apparent of the local lord traveling with retainers including (at least right now) two other samurai and two men-at-arms he's going to getting at lot of respect already.</em></p><p><em>These are people that, theoretically, he wants to respect and like him.; the early game dynamics will focus on nearby clans attempting to woo away retainers on his borders. Given the fact that the previous lord rebeled against the rightful rule of the empire and commited a lot of atrocities being spooking or creepy isn't going to get him much of wha he wants.</em></p><p><em></em></p><p><em>I'm inclined to say that it's balanced too. But if it weren't I don't know that a roleplaying perk is the best way to balance a mechanical perk. Or am I just beeing too by-the-book?</em></p></blockquote><p></p>
[QUOTE="Graf, post: 825737, member: 3087"] That was it. Thanks. I specifically don't want a spell that's [i]Ogino is gutted by the trecherous attack of your guard. Someone (the Hara clan?) has paid well for your lives. round 1. Shaman kneels by Ogino, mutters spell. Ogino's guts slither back into hs body as his flesh knits closed. Ogino gets up, "[/i]I'm gonna kick some ass![i]"[/i] The spell is also deceptively powerful right now in the case of the gravly injured person. The D&D standard orison (that I'm giving out at 2nd level) only heals 1 hit point. This one could heal 8 or 9 if someone were in the deep negatives when the spell were cast. I should probably just say the spell stabilizes someone and turns half the damage below 0 into subdual damage. Last night I was thinking that having someone at -9 hitpoints could really be a problem because the character can't play for days of game time. Of course the answer to that is to have more magical healing in the game... [size=1]To answer the question: Last night when I was typing it up -1 made it seem like I the spell was definitely going to be much better than [i]resist light wounds[/i] so I just made it -2.[/size] I'm also thinking that healing spells stack within a 12 or 18 hour period. So if you get healed for 3 points of damage and then later for 6 you only are affected by another 3 points. That would make the higher level healing spells remain useful even if they do do as much numerically. I haven't yet. When I have I will. That does sound like a good idea. Maybe a sweat lodge type spell where everyone who spends a whole day in a small area where the Shaman is chanting and muttering will get to double their healing. I -do- like the idea of the heal skill becoming more useful. I had two characters (including a paladin) who had spent a lot of points on healing, really looked for herbs for medicinal purposes, etc. Basically all they got to do was apply some first aid and identify what kinds of curses I'd placed upon the party members. One thing I'm less keen on is the Shaman feeling like he has to spend even more spells healing people to counteract the world. (i.e. Instead of tossing a [i]CLW[/i], to help a party member he has to [i]Abayance[/] then [i]RLW[/i] then [i]Blessing of quick heal[/i]. Not very fun for him. Hmmm. You right, of course. The player would enjoy that and there will be some of that. On the other hand as the heir apparent of the local lord traveling with retainers including (at least right now) two other samurai and two men-at-arms he's going to getting at lot of respect already. These are people that, theoretically, he wants to respect and like him.; the early game dynamics will focus on nearby clans attempting to woo away retainers on his borders. Given the fact that the previous lord rebeled against the rightful rule of the empire and commited a lot of atrocities being spooking or creepy isn't going to get him much of wha he wants. I'm inclined to say that it's balanced too. But if it weren't I don't know that a roleplaying perk is the best way to balance a mechanical perk. Or am I just beeing too by-the-book?[/i] [/QUOTE]
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