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[Grim Tales] Spellcasting Questions
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2084279" data-attributes="member: 12332"><p>We are using the conversion rules for healing from BCCS, yes. But, I'm not really sure how it would turn out in the "average" game.</p><p></p><p>See, our game, we never seem to have more than one combat every month or two game-time. So "magically healed" and "takes a week" can be the same thing, for the most part. It's just never really become important. </p><p></p><p>I LIKE it though. The flavor is good, and I'd probably use it in a grim-but-higher-magic game, even. Something where magical healing is available but not regular. </p><p></p><p>For a one-shot where you're going to run several combats ... I don't know. If it's literally a ONE shot, taking place across one game-day or so, then it might be iffy. Might be the same as removing healing all-together if they don't get a good couple chances to lay up for a few hours and catch their breath. If you use it, give them those times, but make them tense. Keep the story moving. If you don't, then it might as well have been "magical" healing, but if they can't recover some of that nonlethal damage, then they might as well have not been healed at all, as they'll drop just as quickly.</p><p></p><p>I've had good experiences with that sort of thing. I had a Blood And Vigilance d20Modern game with Fewer Dead Heroes. I'd give them some down-time and the "normal" characters (think pulp action heroes) would get a chance to recover some hit points. In THAT game I actually had magical healing (the occultist could cast CoC spells, with ability damage) and I had THAT spell convert and, thinking about it, it worked really nicely. </p><p></p><p>This game is quite different. I'd say at least 2/3 of every session is UPKEEP. It's all about background and story. Quite different from anything I've played before. Which brings me to a note.</p><p></p><p>I REALLY like the 6-Levels Of Mastercrafting out of the BCCS book. It makes shopping a real treat. I use the modern "Costs of Mastercrafting" rules, though. We use Wealth. Instead of a flat cost to every mastercraft item, it's sort of scales. (I never liked the idea of ... Spoon = 5cp, Mastercraft Spoon = 150.05 gp; Shield = 20gp, Mastercraft Shield = 170gp). That's a great system to incorporate into pretty much ANY game, I think.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2084279, member: 12332"] We are using the conversion rules for healing from BCCS, yes. But, I'm not really sure how it would turn out in the "average" game. See, our game, we never seem to have more than one combat every month or two game-time. So "magically healed" and "takes a week" can be the same thing, for the most part. It's just never really become important. I LIKE it though. The flavor is good, and I'd probably use it in a grim-but-higher-magic game, even. Something where magical healing is available but not regular. For a one-shot where you're going to run several combats ... I don't know. If it's literally a ONE shot, taking place across one game-day or so, then it might be iffy. Might be the same as removing healing all-together if they don't get a good couple chances to lay up for a few hours and catch their breath. If you use it, give them those times, but make them tense. Keep the story moving. If you don't, then it might as well have been "magical" healing, but if they can't recover some of that nonlethal damage, then they might as well have not been healed at all, as they'll drop just as quickly. I've had good experiences with that sort of thing. I had a Blood And Vigilance d20Modern game with Fewer Dead Heroes. I'd give them some down-time and the "normal" characters (think pulp action heroes) would get a chance to recover some hit points. In THAT game I actually had magical healing (the occultist could cast CoC spells, with ability damage) and I had THAT spell convert and, thinking about it, it worked really nicely. This game is quite different. I'd say at least 2/3 of every session is UPKEEP. It's all about background and story. Quite different from anything I've played before. Which brings me to a note. I REALLY like the 6-Levels Of Mastercrafting out of the BCCS book. It makes shopping a real treat. I use the modern "Costs of Mastercrafting" rules, though. We use Wealth. Instead of a flat cost to every mastercraft item, it's sort of scales. (I never liked the idea of ... Spoon = 5cp, Mastercraft Spoon = 150.05 gp; Shield = 20gp, Mastercraft Shield = 170gp). That's a great system to incorporate into pretty much ANY game, I think. --fje [/QUOTE]
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