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"He's beyond my healing ability..."
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<blockquote data-quote="Crazy Jerome" data-source="post: 5613025" data-attributes="member: 54877"><p>I've used mechanics for it off and on, but it has only been worth it when the mechanics for healing already supported that. For example, we had a house ruled version of Fantasy Hero where there was only so much healing an indvidual could absorb at a given time, no matter what the healer was doing. (It was a bit like D&D 4E healing surges in some ways.) So if you found a guy that was out of healing, he was out, and that was that.</p><p> </p><p>In 4E, you could do the same thing, but I'm sure someone in the group would have a power or item that let someone else provide the surge. Whether they'd be willing to use this for an NPC or not is another question.</p><p> </p><p>I once wrote a time-sensitive AD&D 1E adventure that played on this trope by having many "almost dying" NPCs, each with a bit of useful information. After awhile, using those spells or potions didn't look so hot. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite9" alt=":eek:" title="Eek! :eek:" loading="lazy" data-shortname=":eek:" /></p><p> </p><p>But mainly, what I've done is handwave some variant of the "will to live" thing. Much like some games resurrection rules, if you've lost the will to live, the magic won't work. The players seem to accept that well enough, and it also handily explains why even in a town of charitable, frequent healing, people are always dying.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5613025, member: 54877"] I've used mechanics for it off and on, but it has only been worth it when the mechanics for healing already supported that. For example, we had a house ruled version of Fantasy Hero where there was only so much healing an indvidual could absorb at a given time, no matter what the healer was doing. (It was a bit like D&D 4E healing surges in some ways.) So if you found a guy that was out of healing, he was out, and that was that. In 4E, you could do the same thing, but I'm sure someone in the group would have a power or item that let someone else provide the surge. Whether they'd be willing to use this for an NPC or not is another question. I once wrote a time-sensitive AD&D 1E adventure that played on this trope by having many "almost dying" NPCs, each with a bit of useful information. After awhile, using those spells or potions didn't look so hot. :eek: But mainly, what I've done is handwave some variant of the "will to live" thing. Much like some games resurrection rules, if you've lost the will to live, the magic won't work. The players seem to accept that well enough, and it also handily explains why even in a town of charitable, frequent healing, people are always dying. [/QUOTE]
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