gogo_jerrick
First Post
In my last game, me and one of my players had a pretty nasty argument over the effects of cure spells. I use a varient critical system and to put it simply, a critical hit ended up causing a minor break his arm (in this varient, he suffers a -2 to melee attack rolls which doesn't even hinder him at all, being a mage with a religious use of spectral hand). I treat broken bones and sever wounds in the following way, you must heal the damage taken naturally for the hindrances to discipate. You are allowed to heal the hit point damage by any means, but the negative effects (the -2 to attack) remain until you heal a number of points equal to the hp damage done by that attack NATURALLY(he took 8 points of damage by the attack, so regardless if he healed himself magically, the effects would stay until he naturally healed 8 hp). He argued the fact that if you couldn't heal such a minute thing as a broken bone then he didn't even want to play a cleric type. The way I've always played it is that cure spells heal hit point damage and superficial wounds (ones that don't necessarily reflect any change in roleplay) and broken bones must either be healed naturally or with a heal or regerate spell. I know that the dm is always right but I like to be open with my groups ideas. Am I wrong in this thought? Is this varient unreasonable? I like to add things into my game that have a sort of "realism" and different things that have alot of roleplay value. Is this something that should be changed or rethought? thank you for any suggestions or thoughts.