Out of curiosity, what is the in-game rationale for Grove Renewal providing +5 in combat and +1 outside combat? Adrenaline? Proximity of openly hostile Patterns (it knows)?
And, can you just pick a fight with some wimps so GR gets a bump in healing? Just don't let the GM know why you're attacking the school age children, of course.
One spell to end all healing
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Re: One spell to end all healing
I wondered the same thing.MetalBoar wrote:What are the options for learning Alchemy (or any skill that doesn't have a corresponding talent) as a talent? I think I must have missed the rules for that...Someone in your group should learn Alchemy (as a Talent preferably) so you can start making your own healing potions.
Thanks!
I will point out that questing for ingredients can lead to good adventures, whether you're doing it for your own party member who has the skill or looking to get a discount at the local alchemist.
- The Undying
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Re: One spell to end all healing
There is no way to learn a Skill-only skill as a Talent. My bad on the Alchemy - thought it was a Talent learnable as skill, with Wizard having it as a Talent. I was thinking of Research, though.MetalBoar wrote:What are the options for learning Alchemy (or any skill that doesn't have a corresponding talent) as a talent? I think I must have missed the rules for that...Someone in your group should learn Alchemy (as a Talent preferably) so you can start making your own healing potions.
Thanks!
- The Undying
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Re: One spell to end all healing
I don't think there's an IN-GAME rationale for it. If you hop over toe Panda's Gaming Grove, he talks about the spell, and the only mention for why it gets bumped down out of combat is SPECIFICALLY to keep it from being better than all other healing. I'm sure we crafty folks could come up for a meaningful justification, though.Tattered Rags wrote:Out of curiosity, what is the in-game rationale for Grove Renewal providing +5 in combat and +1 outside combat? Adrenaline? Proximity of openly hostile Patterns (it knows)?
And, can you just pick a fight with some wimps so GR gets a bump in healing? Just don't let the GM know why you're attacking the school age children, of course.
As for 'picking an artificial fight to get the bump', I think the only thing preventing it is the GM (rightfully) saying no. Comes back to that justification thing. Whatever the in-universe reason, it needs to prevent players from saying things like "ok, we'll spare, then, which is combat, which activates it, and I'll just pull my punches the entire time."
Re: One spell to end all healing
I've been playing Earthdawn for 15 years and that's exactly how we've handled Fireblood the whole time.The Undying wrote:As for 'picking an artificial fight to get the bump', I think the only thing preventing it is the GM (rightfully) saying no. Comes back to that justification thing. Whatever the in-universe reason, it needs to prevent players from saying things like "ok, we'll spare, then, which is combat, which activates it, and I'll just pull my punches the entire time."
- The Undying
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Re: One spell to end all healing
To each their own, that just seems incredibly weak and unfulfilling to me. ESPECIALLY for Fire Blood. Fire Blood has a very definite flavor of intensity to it, and I cannot see how a player could reasonably justify stoking that fervor if they're just mock-fighting.
Re: One spell to end all healing
Plus, you are forgetting one of my favorites: A good Rank 5 Physician can add +5 [Physician Rank] to that roll and I think that is only for 25 silver. That brings your magic number to 37. I have a player with precisely this combination. Still - it is sad when you get several 1's and 2's in your roll.The Undying wrote:Where are you getting "x2"?
Now, let's take one of the many Disciplines that has the karma ability that can be used on recovery test, and lets assume a Step 6 for Toughness. We have:Grove Renewal (Player's Guide, pg 282) wrote:Outside of combat, healing is reduced to 1 damage per round and is not affected by additional threads.
- 6, base Toughness
- 8, Heat Food
- 8, Booster Potion
- 4, Karma
We are ALREADY at 26, beating out Grove Renewal. Even if the GM imposed Rule of Three, that Adept can still stack an extra bonus on there, likely for a ~6, bring them to Step ~32.
- The Undying
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Re: One spell to end all healing
Long live the Physician! I think there are some great Skill-only or available-as-Skill capabilities that have a great deal of value, Physician being one of them. The amount of time, and the silver cost, seems to turn some people off. I think part of it is also a PERCEIVED tempo loss with the required downtime in training - but if you're not one of the short-lived races (ork, troll; arguably human, T'skrang, and drawf), then whats a month or two between adventures rounding out your characters, training skills, or just doing life-in-the-times stuff versus "oh sh*t oh sh*t oh sh*t gotta rush the next checkpoint run run RUNNNNNN!"