| Post/Author/DateTime | Post |
|---|---|
| Arcade09-27-05, 12:53 PM | Hi all, I was considering a new method of handling healing and wanted to know what you all thought. The goal of this is to make it so a wand of cure light wounds does not become the default healing stick for every adventuring party and to make the Heal skill more useful. When you receive damage, you track the amount of injury you have taken for each hit. So if you get hit 3 times for 3, 6, and 15 points of damage you track them all and also that you have taken a total of 24 points of damage. When a healing spell is cast on you, compare the amount of damage it heals to the wounds you have taken. If there is a wound or wounds that are less than the amount of damage the spell can heal, the wound with the most damage less than or equal to the healing gets healed first. If there is any excess, they are applied again to the remainder of the wounds. example: Tordek has taken 4 hits for 3, 5, 6 and 15 points of damage. Jozan casts a CLW for 9 points of healing. First, the 6 damage is healed, leaving 3 points left. The 3 points left heal the 3 point wound leaving the 5 and 15 point wounds remaining. If the amount you are being healed is less than your lowest wound, you must instead reduce the effectiveness of your healing spell. You're trying to put a bandaid on a gushing wound and it doesn't help that much. In this case, divide the lowest wound by the amount of the healing, rounding up. This is the effectiveness of the healing. You must divide the healing you have done by this same amount, rounding down. example: Continuing from above, Jozan now casts a cure moderate on Tordek for 13 points. First the 5 point wound is healed, leaving 8 points left. The 8 points can't fully heal the 15 wound so it is reduced in injury. 15/8 rounded up is 2. So the healing is divided by 2 to provide 4 points on the 15 point wound to reduce to an 11 point wound. Using the healing skill: By usiing the healing skill, you can increase the efficiency of your healing spells by applying the healing in the most appropriate places. When doing this, you can add your ability in healing to determine the maximum wound you can heal and when determining the healing efficiency. Example: Let's take Jozan's last healing spell, but assume he has a 7 in heal (including his stat bonus, synergy, etc.) He gets 13 points of healing and adds his 7 points of Heal skill. This means he can apply his healing spell to a 20 point wound without penalty. He applies to the 15 point wound, leaving Tordek with a 5 point wound and a 2 point wound left. One last example: Tordek has a 50 point wound. Jozan has a Heal skill of 10 and rolls a cure moderate for 15 points. Together this is 25 points, which means Jozan's healing has to be reduced by a factor of 50/25=2. This means Tordek's wound is healed by 15/2=7 points to reduce it to 43. |
| Gilean09-28-05, 03:29 AM | Takes a bit of bookkeeping. Oh, by the way, the hp healed when spell is not powerful enough equals healing to the power of 2 divided by wound. Or, as a formula, h^2/w; where h is the amount of hp healed and w is wound. In your example, h=8 and w=15, and 8^2/15 = 64/15 = 4 + 4/15. |
| Thelon Fairblade09-28-05, 09:53 AM | Wow, that seems like a pain to use, especially in the middle of combat. Also, in the D&D system, most "hits" aren't actually damaging blows to the body but rather are accumulated fatigue, bruises, "used" luck and divine favor, etc. In your Tordek example, the 3pt hit might be "luck", the 5 and 6 represent some fatigue from hard parries, and the 15 point a solid blow that will leave a nasty bruise under Tordek's armor... but still not a gusher. Maybe the 3-pt was a "min-damage" critical hit, and of all the wounds, only *that* one represents an actual cut in Tordek's tough hide... |
| Arcade09-28-05, 10:54 AM | I don't want to get into a "what do hit points represent" argument again. I remember the last time that came up. For the sake of this thread, I'd like the size of the wounds tied to the size of the healing. I and my players don't mind the bookkeeping and the math is easily within our realm of figuring out in hour heads. But I hadn't fully thought through using it in the middle of battle, only more of an after battle and natural healing method. And if I slow down combat, I want to make sure I have a really good reason. So perhaps I'd use it for natural healing, but not for magic. Just shows how your thought processes work when your party doesn't play clerics on a regular basis. Natural healing and cure light wounds is usually their only source of healing. Thanks for your input guys. I appreciate it. |
| Linkrulesx1009-28-05, 11:14 AM | hmm I say if it is not broken don't fix/complicate it. Healing seems to work absolutly fine and i have never had a problem with it... but that is just me. |
| Jerks09-29-05, 03:37 AM | It does seem like a lot to keep track of. Maybe you could just have players track their damage and the largest hit they take. If that exceeds what they can heal with a Cure XXX Wounds spell then that amount of damage remains until a Heal check can be used to get it down to a manageable size. |
| CravesLove09-29-05, 04:00 AM | I think this would be very fun is used together with hit locations. Since you would need to keep track of the damage to various locations, this isn't much more work while giving the sense that serious wound really are serious. It also helps give the sense that numerous little nicks can add up but can also be healed very easily. Regards, Fitz |
| Lina_Inverse09-29-05, 05:08 AM | You have violated the KISS rule Keep it simple stuipid. Please keep the first rule of createing pen and paper games into consideration next time. |
| Linkrulesx1009-29-05, 09:24 AM | I agree with Lina Inverse (Got you name from Slayers did you?) the system is to complicated and healing has never been broken so dont fix it.... |
| Gilean09-29-05, 10:49 AM | This is not fixing. Harder/slower healing change the feel of the game greatly. That is (hopefully) what OP is trying to do. The lighter version provided by Jerks might be easier to swallow, though. And I have a problem with D&D healing; it is far too easy and fast. Please keep the first rule of createing pen and paper games into consideration next time.Not the first rule, as many RPGs do not follow it. |
| Jerks09-29-05, 04:04 PM | This is not fixing. Harder/slower healing change the feel of the game greatly. That is (hopefully) what OP is trying to do. The lighter version provided by Jerks might be easier to swallow, though. And I have a problem with D&D healing; it is far too easy and fast. Not the first rule, as many RPGs do not follow it. Sounds like Linda_Inverse has never played the Hero system. :) |
| Lina_Inverse09-30-05, 12:23 AM | This is not fixing. Harder/slower healing change the feel of the game greatly. That is (hopefully) what OP is trying to do. The lighter version provided by Jerks might be easier to swallow, though. And I have a problem with D&D healing; it is far too easy and fast. MY problem with D&D healing is your forgetting its moot. The days over, as far as the game needs concern the next time the pcs have encounters hey should be at full. Not the first rule, as many RPGs do not follow it. There dead now. ;) |
| Gilean09-30-05, 09:21 AM | There dead now.Well, I have heard that some people have actually played Rolemaster for more than a game...Sounds like Linda_Inverse has never played the Hero system. The one for Glorantha, or some Marvelesque thingy? |