Reducing the Potency of Heal Spells

farscapesg1 said:
Another idea is to make the healing take longer. Instead of letting all the wounds heal instantaneously, they mend at an accellerated rate. Mayb something like 10% of the healing magic takes effect each round.
At level 15 a fighter receives a heal spell which heals 150 hps. So he gets only 15 hps per round. He is dead after the first round, because the monster he fights do more than 15 hps per round.
 

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yennico said:
At level 15 a fighter receives a heal spell which heals 150 hps. So he gets only 15 hps per round. He is dead after the first round, because the monster he fights do more than 15 hps per round.

And how is this different then the same fighter having his 150 hp of physical damage converted to non-lethal damage?
 


Ok, you have a point ;)

The OP however wanted something that would keep the fighter from just jumping back up after being knocked down and beaten up. I was going on the assumption of a warrior that had been knocked out suddenly being healed and getting up to continue the battle. It was just another idea to try to make things a little more realistic.
 


;) I think by realism he means more danger. the more dangerous yoru game is the more your players have to lose and the more they appreciate their lives. Im all for the super hero games but if I'm playing superman with no such thing as kryptonite its no fun.
 

DonTadow said:
;) I think by realism he means more danger. the more dangerous yoru game is the more your players have to lose and the more they appreciate their lives. Im all for the super hero games but if I'm playing superman with no such thing as kryptonite its no fun.
I´m a GM and I do not limit the healing spells. I have changed the raise dead and resurrection spells. These spells have some drawbacks. :)
 

yennico said:
If I want to play a little more realistic I do not play D&D. :)

You can play whatever you like. I want to play DnD, because I'd rather force a house rule than an entire system onto my players.

I think by realism he means more danger. the more dangerous yoru game is the more your players have to lose and the more they appreciate their lives. Im all for the super hero games but if I'm playing superman with no such thing as kryptonite its no fun.

Exactly.

I like the non-lethal damage. On top of that, I'm going to add this:

When a character goes from negative points to positive hit points, he regains conciousness but is exhausted; this should prevent the fighter from charging after the dragon again.
 

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