[Rq-rules] Re: Heal and xenoheal

Ashley Munday aescleal at btinternet.com
Thu Jan 5 06:16:50 PST 2006


One thought:

Rules don't exist to protect players from GM "abuse."

Cheers,

Ash


--- Newton Philis <nphillis at shaw.ca> wrote:

> 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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