[Rq-rules] Re: Heal and xenoheal

Robert Hoffman IQuinn at surewest.net
Thu Jan 5 08:58:07 PST 2006


I generally restrict the players to a maximum healing potency PER WOUND
per week, meaning that if they cast 2pt Heal on a spear wound to the
leg, another 2pt spell or potion will have no effect, and a 3pt spell
would heal only the additional one point (though the resistance chart
idea was also nice). This was mostly to offset the bonus I granted when
casting out of combat (ie taking minutes of concentration to cast a
spell rather then strike ranks).

So even while I really like the idea of aging as a side effect I agree
with Nikk that healing is often a tool for the GM to control the pacing
of the game.  If you want to delay the players in an interesting city
then a plague may have all the healers tied up and if you're anxious to
get the players moving then in walks a merchant with an ample supply of
potions for a bargain price.  Same holds true for the availability of
the spells.

And to the original point I also go with the lesser potency when casting
heal on another race,... back when xenoheal was even offered it was most
commonly used by the wealthy who worried about thier mounts.

Cheers,
Bert

-----Original Message-----
From: rq-rules-bounces at crashbox.com
[mailto:rq-rules-bounces at crashbox.com] On Behalf Of Ashley Munday
Sent: Thursday, January 05, 2006 7:30 AM
To: Discussion of RuneQuest rules.
Subject: Re: [Rq-rules] Re: Heal and xenoheal

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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