[Rq-rules] Re: Heal and xenoheal
Sven Lugar
vikingjarl at gmail.com
Fri Jan 6 11:39:42 PST 2006
The way I limit spells is by having a critical ingredient associated
with each one. For example to cast any kind of heal spell you consumed a
packet of Mugwort (common), & Mandragora (rare &/or expensive). Thus you
had a limited supply on a campaign (do I carry that spare shortsword in
case my main one breaks or do I carry 10 packets of herbs), a historical
flavor, & more reasons for a quest. A simple mechanism with many
rewards. I based my ingredient list on some medieval writings. A simple
ticklist kept track of consumption. Instead of just herbs, it sometimes
was things like special runes inscribed by a priestess of Eir under a
full-moon on the heart skin of a dragon. The ingredients became rarer
with more powerful spells. So where healings all had mugwort in common,
the more powerful versions had rarer elements to distinguish them. Add
this to consumption of magic points during the day & it became very self
limiting & tactical.
--Sven
Peter Johansson wrote:
> 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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