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Critical Effects: Critiques Wanted
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<blockquote data-quote="DnDChick" data-source="post: 20296" data-attributes="member: 54"><p>Me too! Lets let a few others weigh in on the subject. It seems now that the biggest issue is the hit locations: how to make it realistic while balancing out the more lethal potential of a head/chest crit.</p><p></p><p>The one part that bugs me the most is is the healing and recovery rules. Are they fair? Is it reasonable to saddle a character with a -4 modifier for months at a time if he somehow doesnt have the benefit of magical healing? then again, in your average DnD campaign, how many adventurers DONT make use of any and all magical healing they can? Are the healing rules fair enough?</p><p></p><p>Also...I would like to address an issue brought up in the other Crit rules topic just to have it nipped in the bud from my point of view:</p><p></p><p>I see no need to invent special healing spells to cover broken bones or organ damage as in Rolemaster. Since we are ramping up the lethality of the game as a whole with these rules, in all fairness it helps balance things out by letting Clerics and others use their standard healing abilities to counter them. After all...this is divine magical healing, so its not unreasonable to assume that a cure spell can manage bone and muscle repair along with the hit point damage.</p></blockquote><p></p>
[QUOTE="DnDChick, post: 20296, member: 54"] Me too! Lets let a few others weigh in on the subject. It seems now that the biggest issue is the hit locations: how to make it realistic while balancing out the more lethal potential of a head/chest crit. The one part that bugs me the most is is the healing and recovery rules. Are they fair? Is it reasonable to saddle a character with a -4 modifier for months at a time if he somehow doesnt have the benefit of magical healing? then again, in your average DnD campaign, how many adventurers DONT make use of any and all magical healing they can? Are the healing rules fair enough? Also...I would like to address an issue brought up in the other Crit rules topic just to have it nipped in the bud from my point of view: I see no need to invent special healing spells to cover broken bones or organ damage as in Rolemaster. Since we are ramping up the lethality of the game as a whole with these rules, in all fairness it helps balance things out by letting Clerics and others use their standard healing abilities to counter them. After all...this is divine magical healing, so its not unreasonable to assume that a cure spell can manage bone and muscle repair along with the hit point damage. [/QUOTE]
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