EricNoah
Adventurer
thalmin said:Some examples of healing: The Cure X Wounds have been changed to Convert X Wounds, converting damage from lethal to non-lethal damage. There is a prestige class that has, as the 3rd level ability to Create Healing Salve: Cure 1 pt damage, give +2 to healing check, double healing rate for next 24 hours.
There are rules for permanent damage, like scars and ability losses.
Wow, that sounds frighteningly close to the house rules I'm using in my AU game. (The AU rules already have a "common" healing spell that turns one person's hit points into the caster's subdual damage -- I took it a step further and did what Convert Wounds apparently does). I have rules for crafting herbal remedies that increase healing rate. I have rules for injuries and a "damage threshold" that's tied to CON score (with possibility of mobility injury if crossed in one blow).
In my game, players spend much more time unconscious than they do "dying". They spend a little more time between encounters recuperating. It's a different pace, but I wouldn't call it more lethal.