Quote:
Originally Posted by Skarg
The people I played with tended to quickly notice the weirdness of the Physicker wording, and we all agreed it made no sense at all for it to be limited per combat. So we played it as a limit per wound, which did make sense, was very easy to do, and also generally made physicker healing stronger and only the people who took major wounds would have lasting serious injuries. It did mean it took longer to heal up a whole group with a bunch of minor injuries, but that was an interesting short-term effect.
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I've been using this house rule with my dungeon generator, and it's an excellent solution to the dungeon crawl healing problem. Minor wounds can still contribute to your death in battle, but they're healed between fights, so your characters don't die the death-of-a-thousand-cuts. Major wounds hang around and contribute to the story. I like my heroes "cinematic", and this beats dragging along a cooler filled with healing potions.
Thanks Skarg!