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Keith Baker (creator of Eberron) Q & A thread
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<blockquote data-quote="Hellcow" data-source="post: 1662606" data-attributes="member: 15800"><p>The limitation on healing is something that is still being debated by the design team. I have two thoughts on the matter:</p><p>a) I believe that any creature that is native to the Mournland - whether it's a new species that has appeared since the Mourning, or a mutated being - should be immune to this effect, If you wanted to be odd about it, you could say that such creatures don't heal naturally OUT of the Mournlands; that their physiology has adapted to the unnatural nature of the region. But I agree, it would be hard to imagine such a predatory environment with no healing on the part of the native creatures, case in point, the young carcass crab in Shadows of the Last War is described as "recovering" from its battle. </p><p></p><p>b) Given that the Mournlands is as dangerous and as large as it is, I think that it is important to allow characters access to some form of healing in the region. A few possibilities: disallow natural healing and reduce any other healing effect to 50%; have their be certain regions within the Mournland (manifest zones to Irian or Lammania?) where healing still functions; or provide something rare that can be found in the Mournland itself - a warped herb, or something like that - that can be used to craft a "Mournland healing potion". The goal is to emphasize the unnatural nature of the Mournland, to challenge adventurers, and to make it a region that clearly can't be reclaimed by settlers - but the complete ban on healing may be too harsh. </p><p></p><p></p><p>I would apply the previous answer to this. A Mournland troll should get full benefit of its regeneration. A troll that handered into the Mournland would either get no benefit, 50% benefit, or full benefit but only in select areas, using the possibilities mentioned above. </p><p></p><p>But again, my answers are not official rulings, and an official decision on this will be forthcoming. </p><p></p><p></p><p>There are few or no natural creatures left in the Mournland, which means the monstrous things have to hunt each other in a series of predator vs predator battles. After just one or two of those, any victorious predator is going to be left with just a handful of hit points and never be able to heal them, which means they're easy prey for the next creature that gets a hit in first. Since we're talking 4 years between the destruction of Cyre and the present day, that's four years of predation and therefore a lot of fighting. I don't think there would be any predators left except for one "lucky" monster that now has only 2 hit points left from all of his battles over the past four years.</p></blockquote><p>[/QUOTE]</p>
[QUOTE="Hellcow, post: 1662606, member: 15800"] The limitation on healing is something that is still being debated by the design team. I have two thoughts on the matter: a) I believe that any creature that is native to the Mournland - whether it's a new species that has appeared since the Mourning, or a mutated being - should be immune to this effect, If you wanted to be odd about it, you could say that such creatures don't heal naturally OUT of the Mournlands; that their physiology has adapted to the unnatural nature of the region. But I agree, it would be hard to imagine such a predatory environment with no healing on the part of the native creatures, case in point, the young carcass crab in Shadows of the Last War is described as "recovering" from its battle. b) Given that the Mournlands is as dangerous and as large as it is, I think that it is important to allow characters access to some form of healing in the region. A few possibilities: disallow natural healing and reduce any other healing effect to 50%; have their be certain regions within the Mournland (manifest zones to Irian or Lammania?) where healing still functions; or provide something rare that can be found in the Mournland itself - a warped herb, or something like that - that can be used to craft a "Mournland healing potion". The goal is to emphasize the unnatural nature of the Mournland, to challenge adventurers, and to make it a region that clearly can't be reclaimed by settlers - but the complete ban on healing may be too harsh. I would apply the previous answer to this. A Mournland troll should get full benefit of its regeneration. A troll that handered into the Mournland would either get no benefit, 50% benefit, or full benefit but only in select areas, using the possibilities mentioned above. But again, my answers are not official rulings, and an official decision on this will be forthcoming. There are few or no natural creatures left in the Mournland, which means the monstrous things have to hunt each other in a series of predator vs predator battles. After just one or two of those, any victorious predator is going to be left with just a handful of hit points and never be able to heal them, which means they're easy prey for the next creature that gets a hit in first. Since we're talking 4 years between the destruction of Cyre and the present day, that's four years of predation and therefore a lot of fighting. I don't think there would be any predators left except for one "lucky" monster that now has only 2 hit points left from all of his battles over the past four years.[/QUOTE] [/QUOTE]
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