[Rq-rules] Re: Heal and xenoheal
Peter Johansson
pmj at comhem.se
Fri Jan 6 07:25:54 PST 2006
Hi!
Nikk Effingham wrote:
> 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?
I agree with Nikk. I let my group use the Healing spell freely. However,
I play a pretty low magic type (and money) game where the PC:s have a
quite limited amount of Magic Points (and money) available. After
rushing in to a fight they usually don't have that much MP:s left to
heal themselves with anyway, and I use the RQ2 rules of needing a Heal 6
(expensive to buy) to attache severed limbs. Most PC:s don't have the
Heal 6 spell. Never even thought about limiting Healing because of that.
I did however play in another campaign that were sort of classic RQ Hack
and Slash style with RQ rules but in a world almost without magical
healing spells. Immensly frustrating for all involved after a while.
Almost destroyed the campaign. The GM learned after a while though, but
I still prefer a liberal use and avaliability of healing magic spells in
those kind of games.
>On that note, do you guys let the Heal spell heal poison damage?
>
>
No. That's were I draw the line for the Heal spell. However it is used
for healing both fire and acid burns. No real logic behind it I guess.
But hey, it's magic... and besides, it makes poison much more fun to
use. :-)
/Peter J
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