[Rq-rules] Re: Heal and xenoheal
Bjorn Stolen
stolenbjorn at hotmail.com
Thu Jan 5 01:05:49 PST 2006
What if excessive healing cause damage? That would be a bummer (hope that is
an OK word to write in english; you're all so polite in your language, and I
-a stupid foreginer-doesn't allways know what is OK to write and what is not
= haram in arabic, by the way)!
I mean; healing is serious business; doing speed-up-repair-job on living
tissue...scary when you come to think of it! Say someone is down 2 hp, and
someone does "heal-3". That would heal two, but cause 1 hp damage as a
result of too much. This might not be the case with spirit healing, as
healing-spirits might know when to stop, but for divine healing or sourcery,
this might be a fun way to reduce the coincidental way with healingspells!
>From: Ashley Munday <aescleal at btinternet.com>
>Reply-To: "Discussion of RuneQuest rules." <rq-rules at crashbox.com>
>To: "Discussion of RuneQuest rules." <rq-rules at crashbox.com>
>Subject: Re: [Rq-rules] Re: Heal and xenoheal
>Date: Wed, 4 Jan 2006 17:28:16 +0000 (GMT)
>
>I toyed with a similar idea for a while, but haven't
>used it for a while. Essentially every character keeps
>a record of the number of points of damage healed by
>magic per hit location. Bit fiddly, but not too bad.
>Each week this number drops by one.
>
>Whenever a healing spell is cast on the character you
>compare the number of points in the spell to the total
>healed on that location on the resistance table. If
>you succeed, spell worked, if you fail, it doesn't.
>
>Cheers,
>
>Ash
>
>PS: I also had a variant in which if you'd been healed
>to by more than your total hit points healing spells
>effects are halved. Healed by more than three times
>your hitpoints healing spells effects are quartered,
>etc.
>
>--- Paul Cardwell <carpgachair at yahoo.com> wrote:
>
> > 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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