[Rq-rules] Re: Heal and xenoheal
Paul Cardwell
carpgachair at yahoo.com
Tue Jan 3 09:51:33 PST 2006
In Mythworld, we found the best way to rein in abuse
of the Healing spell was to add another item to the
character sheet: Effective Age. Since Healing is
essentially just a more rapid version of natural
healing, have the character age at the same rate as if
the healing took the normal time span.
Since there are penalties for growing old (after
various ages, STR, CON, INT, DEX, etc. must be rolled
or there will be a drop in those primary
characteristics as well as the secondary ones derived
from them), too much use of Healing (or Xenohealing)
will invoke these penalties at an earlier
chronological age.
It is amazing how many characters decide to leave
injuries to normal healing rather than magic, with a
shorter lifespan in the balance.
Paul Cardwell
--- bick10 at comcast.net wrote:
> From: Ashley Munday <aescleal at btinternet.com>
> > I'm a bugger then - since the mid 90s I've had
> players
> > taking a heal (species) spirit magic rather than a
> > general purpose one.
>
> Actually, that is a good way to cut down on the Heal
> everything issues I had. I think I like that.
> Might be possible, in a mystical since, to limit
> healing to clans and worshipers as well. Only if
> you feel the need to reign in too much healing going
> around.
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