[Rq-rules] Re: Heal and xenoheal
Newton Philis
nphillis at shaw.ca
Thu Jan 5 05:35:06 PST 2006
I really like the idea of Aging to heal (seems very cool).
However, from a game balance point of view, doesn't this penalize Players?
(Generally, few monsters, NPCs, townsfolk, bad-guys, etc, are encountered more than once or twice, so their age is irrelivant. I.e., an evil monster can heal [and age] as much as he likes, because he will probably not live to see the end of the encounter.)
While good Game Masters may 'play' the monster as if he was afraid to get old, this rule is open to abuse for Game Masters who are not as vigil.
(However, this same argument could be made for debilitating critical hits...)
Thoughts?
> >
> >--- 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
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