[Rq-rules] Paralyzation and other unusual medical problems
Nikk Effingham
phl0nje at leeds.ac.uk
Wed Jun 21 03:10:11 PDT 2006
> Here is a question that I have been wondering for a while now: How could we
> add
> paralyzation into the rules of RQ. I don't mean paralyzation by spells or
> after
> hit locations hp are at 0. I mean spinal injuries and people in wheelchairs.
You're exceedingly mean, I think that my players would murder me if I made
combat more deadly!
>The question is: Are these medical
> conditions
> ignored in RQ-rules, or can we assume that the allmighty Healing-spell fixes
> all of these condition almost as soon as they appear?
The way I see it is this: healing spells are easily available to PCs, but not
too most people! Most people mught know Joe the Healer who has a Heal 2, but
that won't be enough to cure a spinal injury, just as a Heal 6 is needed to
glue limbs back on. If you wnated to you could implement that rule with spinal
wounds, severe head injuries etc... and say that they are only cured by (for
example) a Heal 4 or above. Then for each location say that every time it goes
below zero there's a chance (say 20% or something) of permanent damage (so your
arm doesn't work properly, you take spinal damage and are paralysed if it's
your chest, you lose INT if it's your head etc...) unless you receive Heal 4
within 10 Melee Rounds. This saves your PCs, and explains why lots of other
people limp around feebly in villages - they never received the Healing in the
time frame allowed!
Of course, this is still pretty brutal. Low level characters who can't access
the appropriate Healing will suffer, as will the odd high level character who
gets stuck in a situation where they can't be healed. Does RQ need to be more
brutal?
Nikk
Remember, that limbs can only be glued on with a Heal 6 or higher, I'd say a
similar thing was intended for damage like spinal wounds, and times when your
head gets caved in by a maul.
More information about the RQ-Rules
mailing list