[Rq-rules] Re: Heal and xenoheal

Ashley Munday aescleal at btinternet.com
Thu Jan 5 07:29:47 PST 2006


You're not being too generous a GM by any stretch of
the imagination. Without any restrictions in almost
every case I've seen the rules as written work okay.

What I originally wanted was a way of providing a
sense of dwindling resources - make the players feel
their adventurers had to manage and control things.

Both the suggestions I've made and used in games I
don't use anymore as they turned out to be more
trouble than they're worth. I found adventurers
running themselves out of magic points gave me the
tension I wanted.

Cheers,

Ash

--- Nikk Effingham <phl0nje at leeds.ac.uk> wrote:

> I have to admit I like the sound of all of these
> ideas, but I'd like to follow
> up on Newtons point - why do these things? Not that
> this is a criticism, not in
> the slightest, but I'm wondering why you want to
> stop the PCs from Healing
> themselves as often as possible. If you play a hefty
> combat orientated game
> then they'll need to heal all the time just to live
> as their arms and legs drop
> off at the pretty common rate that they do in RQ,
> and if you don't play a hefty
> combat orientated game then why is it an issue? If
> combat doesn't happen all
> that often then you needn't try and prevent them
> from doing it surely?
> 
> I am intrigued. Why try and discourage your PCs from
> Healing?
> 
> As a note, I do insist on one penalty, all Healing
> in my game leaves scars (I do
> in fact use a spirit magic spell of Chalanas Touch
> which leaves no scars but
> acts as a Heal spell of one point less then the
> pointage of the Touch), just
> because I like the idea of my Gloranthan warriros
> covered in scars. And, of
> course, not every cult grants Heal so it can be
> pretty hard just getting hold
> of the damn spell!
> 
> I am I being too generous a GM?
> 
> Nikk
> 
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