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More questions on Magic - May 30th game
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<blockquote data-quote="Primitive Screwhead" data-source="post: 6311204" data-attributes="member: 20805"><p>re: Magical Healing</p><p> I meant second spell to cast, which really means two full turns to magically heal someone who is dying and get them back up on their feet: one casting to stabilize and then a second casting to heal. With this option, every healer should have the signature spells of 'stabilizing touch' {heal cantrip with 30' range} in order to avoid wasting a better healing spell just to stabilize someone.</p><p></p><p>re:Overwatch</p><p> Ah. so this action is intended to be the obvious choice in battle over targeting one specific enemy. This also means ranged weaponry will be the obvious choice over melee. Hmm. Will have to try that out at the table.</p><p></p><p> - I thought of counters, as this would obviously be common in combat and immediately thought of the Blur illusion. While Blur doesn't do that, I recommend moving the line on page 163 {that states that attacks against a blurred target have a -1 die penalty} up to page 162 and place it right behind the statement that an average illusion allows the mage to blur their image.</p><p> Then I thought of tower shields. Current rules on page 105 state that tower shields provide +8 to defense. Wouldn't this intersect better with the overwatch rules if they granted cover against one chosen direction?</p><p></p><p></p><p>re: radius 10' for spells</p><p> Oh my, watch out for the Mage!</p><p></p><p> These three rules have a significant impact on the feel of the game, and the pacing of the game. They also throw off my instinct for a balanced encounter. </p><p></p><p> My group has three casters; one blaster, one druid, and one cleric.,, oi!</p><p></p><p></p><p>Thanks for the responses!</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6311204, member: 20805"] re: Magical Healing I meant second spell to cast, which really means two full turns to magically heal someone who is dying and get them back up on their feet: one casting to stabilize and then a second casting to heal. With this option, every healer should have the signature spells of 'stabilizing touch' {heal cantrip with 30' range} in order to avoid wasting a better healing spell just to stabilize someone. re:Overwatch Ah. so this action is intended to be the obvious choice in battle over targeting one specific enemy. This also means ranged weaponry will be the obvious choice over melee. Hmm. Will have to try that out at the table. - I thought of counters, as this would obviously be common in combat and immediately thought of the Blur illusion. While Blur doesn't do that, I recommend moving the line on page 163 {that states that attacks against a blurred target have a -1 die penalty} up to page 162 and place it right behind the statement that an average illusion allows the mage to blur their image. Then I thought of tower shields. Current rules on page 105 state that tower shields provide +8 to defense. Wouldn't this intersect better with the overwatch rules if they granted cover against one chosen direction? re: radius 10' for spells Oh my, watch out for the Mage! These three rules have a significant impact on the feel of the game, and the pacing of the game. They also throw off my instinct for a balanced encounter. My group has three casters; one blaster, one druid, and one cleric.,, oi! Thanks for the responses! [/QUOTE]
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