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Re: [HOE] Sykers and healing [Hopler]



I agree. My syker has 5d12 blastin and the only time I have problems using
fleshknit is:
1)by the time I have the time it takes (ie out of combat) to use the power, I am
out of strain
2)the wound modifiers can make it hard if I am having a off day with the dice
although the first is usually more of a problem.

Steve Crow wrote:

> Also, that hour figure is a bit misleading because that's for a Maimed Wound
> - and a lot of the times Maimed = Dead so it's a moot point. The chart
> doesn't follow a straight progression, so 1/5th the number of wounds doesn't
> take 1/5th the amount of time as a Maimed Wound.  Healing 1 Wound takes a
> lot less time than 1/5th of 60 = 12 minutes.
>
> We discussed this last night, and with the exception of wound penalties, it
> struck us as somewhat of a moot point. How often does a Syker who knows what
> he's doing (i.e., took 5d10-12 in Blastin' at the very least) have to worry
> about failing _any_ such roll?  The TNs for most of the stuff are in the 5-7
> range.  It just doesn't seem that with the exception of Fleshknit (because
> of the wound penalties) Sykers are failing their rolls that often...
>
>
> Steve Crow
>
> "Worm Can Opener Extraordinare"
>
> Check out my website at:  http://www.geocities.com/Area51/Stargate/4991/
>

--
-Steve
"No good deed shall go unpunished"