[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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