Changing the way healing works.

Ferret

Explorer
I dislike the way that healing at the moment just heals you. And thats it.

I don't want to eliminate the standard spells completely, the idea of being able to heal party members is too iconic and otherwise combat could become dangerous.

What I wish to provide an option (rather then say we should/need to change something) so that standard healing comes in the form of improving the natural healing process, something like fast healing. Not exactly like it it would be chasnged so that it fits the impoved natural healing image but the basics would be the same: Heal X over Y minutes/hours.

Not only do I need help filling in X and Y but also what to do with the old 'shock' healing? Perhaps when they spontaniously cast them they get that rather then the longer (and to be more effective) fast healing-like alternative.
 

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IMC Healing spells require the application of First Aid* as their somatic component.

First Aid, of course, works differnet in AASB, but the rules from D&D or Everquest or Warcraft would do just as well.
 

Ok - how about....

Healing spells have delayed effects. A healing spell still heals the normal amount, but it heals (spell level)HP/minute. So a CLW that totals 7 heals 1 HP per minute for 7 minutes. A CMW that totals a 18 heals 2 HP per minute for 9 minutes. Make the cantrip 1 HP heal after 1 or 10 minutes. While a cure spell is active, a new cure spell does not stack - the superior total and duration supercedes the other - losing the other cure spells benefit. Would you want an ongoing cure spell to stabilize a subject (i.e. CLW was cast before the battle that drops you to negative HP)? I'd say no.

B:]B
 

Instead of trying to come up with an accelerated healing model, why not use the faster model that's already built in?

Change: Instead of healing damage, all of the Cure n Wounds spells now convert lethal damage to subdual in the same amount they used to heal.

Ex: A Cure Light Wounds converts d8+1 hp of damage to subdual damage.

Note: Characters heal 1pt/lvl of subdual damage per hour of rest.

Edit: If that's too slow, you could make half the result actual healing and the other half conversion. Or go with something like the "x d8" part conversion and the "+ lvl" part actual healing.

Ex2: Bob the 5th level fighter recieves 10pts of Cure Moderate Wounds which converts 10hp of damage to 10hp of subdual. After an hour's nap, 5hp of the subdual heals naturally.
 
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Pyrex, the conversion to subdual is a good idea and I think I'm going to borrow it for our lower magic game. Nice.

Cheers,

A'koss.
 



So you will be also removing the ability of Cure spells to cure subdual damage of the same amount as actual healing?

e.g. CLW cures 1d8+1/level (max +5) actual damage and the same amount of non-lethal damage.

This will extensively weaken the curing spells. It halves their effectiveness and makes them useless after a barfight (with no weapons) where your main tank is unconscious.

Ciao
Dave
 


it's an option presented in UA in one of the side bars (making healing convert lethal damage to non-lethal, and removing the ability to magically heal non-lethal). I was thinking of doing it in the new campaign that I'm starting for two reasons.

I don't think it would significantly effect game play except the characters will need to take a break every once in a while, and it feels more "true to form" of fantasy novels I can think of that have magical healing.

I'd go with it for flavor reasons, and it doesn't seem to significantly effect game play, unless you use a lot of non-lethal damage all the time, I guess.

EDIT: hah, i say for 2 reasons and don't give them...
1 - flavor, matches how magical healing "works" in the books.
2 - magic in my new campaign is "new" so they haven't perfected everything, and won't for a really really long time... also i think Characters nearly dieing, then charging headlong into the next fight 2 seconds later highly strains the imagination... even more so than dragons and magic do ;)
 
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