[Rq-rules] Re: Heal and xenoheal
Tom Cantine
tcantine at incentre.net
Thu Jan 5 21:46:19 PST 2006
I also like the idea of including a downside to healing magic. I think
it's because with healing magic being too cheap, the consequences of
combat are not taken seriously enough. Players just don't feel what
their characters suffer, so it's difficult to model the disincentive of
sheer pain effectively. In RQ, it's less severe a problem than in games
with lots of hit points and no hit locations, but it's still there.
I like the way Harnmaster deals with the problem, by describing an
injury graphically in a way that has a practical effect on how one goes
about treating it. In fact, in my own game, I use a modified version of
the Harnmaster wounding system for PC's, while sticking with basic RQ
hit points for NPCs and beasties.
Another approach is to give Heal a duration, rather than to make it an
Instant spell. Make it last maybe 24 hours, or even 12, during which
time it will hold everything together well enough to be used for battle
and so forth, but when it wears off (or is dispelled!) the wounds open
up again, although you could of course cast a new bunch of Heals five
minutes before the last one expires. Natural healing only happens when
it's actually damaged, though, so to properly recover, the spell would
have to be maintained at less than the full injury. For example, if
you've got a 4 point wound to the chest, you'd have three points of
Heal cast on you every 12 hours for five days or so, and then two
points for the next five days, and so on.
More information about the RQ-Rules
mailing list