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General Tabletop Discussion
*TTRPGs General
Healing too powerful?
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<blockquote data-quote="Dr Simon" data-source="post: 2034906" data-attributes="member: 21938"><p>Some random thoughts:</p><p></p><p>I've recently been running a Dragonlance campaign using the RuneQuest rules. Now, DL (at the start) has *no* magical healing until the healing goddess Mishakal is returned. RQ as a system is quite gritty - characters can be taken out with one good sword blow, theoretically. More often than not they will be injured in a limb and out out of action for about a week. Natural healing will heal a light injury in about a week, with two or more for anything worse.</p><p></p><p>It was a different experience. It didn't deter the players from combat much, but has seemed to have instilled three principles in them - 1) armour is your friend, 2) get the first strike and make it count, 3) be very careful with big monsters.</p><p></p><p>Second point:</p><p></p><p>In Monte Cooke's Arcana Unearthed, magical healing is slightly less common. Instead of CLW, the first level spell equivalent is Lesser Transfer Wounds, which takes a Full Round to cast, heals 1d10+CL but transfers half that to the caster as nonlethal damage. The next spell, Lesser Battle Healing, is a Standard Action casting but cures slightly less (1D6+CL, I think), but doesn't affect the caster. It's 3rd level. </p><p></p><p>On the other hand,  *any* spellcaster can prepare these spells, further there are a few classes with class ability healing and a few feats that help. The flip-side of caster flexibility is that you don't have a dedicated Band Aid mage, so spell slots used to heal are spell slots unavailable for buffs 'n' blasting. It plays marginally differently to D&D, but not massively so.</p><p></p><p>Combined point - I've tried various systems with and without extensive magical healing, and I think (unless you want really grim like Call of Cthulhu) it's better to have some sort of unrealistic recovery time otherwise your characters spend a lot of time in hospital! (This, of course, is a boon in CoC because that's when the evil cultists come back to finish off the hapless investigator, or better still send a beasty from Beyond).</p></blockquote><p></p>
[QUOTE="Dr Simon, post: 2034906, member: 21938"] Some random thoughts: I've recently been running a Dragonlance campaign using the RuneQuest rules. Now, DL (at the start) has *no* magical healing until the healing goddess Mishakal is returned. RQ as a system is quite gritty - characters can be taken out with one good sword blow, theoretically. More often than not they will be injured in a limb and out out of action for about a week. Natural healing will heal a light injury in about a week, with two or more for anything worse. It was a different experience. It didn't deter the players from combat much, but has seemed to have instilled three principles in them - 1) armour is your friend, 2) get the first strike and make it count, 3) be very careful with big monsters. Second point: In Monte Cooke's Arcana Unearthed, magical healing is slightly less common. Instead of CLW, the first level spell equivalent is Lesser Transfer Wounds, which takes a Full Round to cast, heals 1d10+CL but transfers half that to the caster as nonlethal damage. The next spell, Lesser Battle Healing, is a Standard Action casting but cures slightly less (1D6+CL, I think), but doesn't affect the caster. It's 3rd level. On the other hand, *any* spellcaster can prepare these spells, further there are a few classes with class ability healing and a few feats that help. The flip-side of caster flexibility is that you don't have a dedicated Band Aid mage, so spell slots used to heal are spell slots unavailable for buffs 'n' blasting. It plays marginally differently to D&D, but not massively so. Combined point - I've tried various systems with and without extensive magical healing, and I think (unless you want really grim like Call of Cthulhu) it's better to have some sort of unrealistic recovery time otherwise your characters spend a lot of time in hospital! (This, of course, is a boon in CoC because that's when the evil cultists come back to finish off the hapless investigator, or better still send a beasty from Beyond). [/QUOTE]
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