[Rq-rules] Re: Heal and xenoheal

Newton Philis nphillis at shaw.ca
Fri Jan 6 07:48:22 PST 2006


Peter Johansson wrote: 

"...After rushing in to a fight they usually don't have that much MP:s left to 
heal themselves with anyway...a world almost without magical healing spells...Immensly frustrating for all involved after a while..."

This brings up a good point.  How is game-play affected when you add a rule that restricts healing (i.e., aging, reduced healing, limited species, etc)?

In my experience, it causes allot of 'down-time' between combats.  Either the group must 'camp' or retreat from the adventure to heal in a town/church/hospital.
While this seems realistic, it slows down game-play immensly, and soon frustrates players.
Unless you have a very time-sensitive campaign, stopping players between every fight really serves no purpose.

My $0.02
N.




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