[Rq-rules] Re: Heal and xenoheal
Nikk Effingham
phl0nje at leeds.ac.uk
Fri Jan 6 05:18:06 PST 2006
> It might be interesting (and not too hard to implement) if people and
> animals healed by magic built up a resistance to healing magic. Perhaps
> (for example) for every x points of magical healing in a 24-hour period,
> they built up 1 point of healing resistance. One point of healing
> resistance wears off after 24 hours without magical healing, but it
> blocks 1 point of healing. That's just off the top of my head.
Now, that sounds like an implementable rule. If you really want to stop the PCs
from healing, that'll work. However, again, I question the need - if you've
made a game with lots of fights then this rule would effectively comdemn the
PCs to death, and if you haven't made a game with lots of fights, then why use
this rule? But, certainly, that sounds like a workable option.
Simon Phipps:
>Now, I did once have an NPC with a chaotic feature of "reverse damage" which
>meant that any damage he did was reversed, so any attempts to heal the damage
>did more damage and the only way to heal it was to further damage the wound,
>by hitting it with a sword, for instance. Healing by time didn't work,
>either, it just caused more damage. If the critter hit a vital location, the
>PC could kill themselves with Healing. It made me laugh for a couple of
>hours, so it was worth the effort.
Genius. That's one for the next game, that'll also make me laugh - laugh more
than poison (always great to watch thme kill the beastie and then get floored
by the poison that's worked it's way into their body).
On that note, do you guys let the Heal spell heal poison damage?
Nikk
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