12-06-2014, 07:30 PM | #1 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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[DF] Healing salves and teas
In an effort to speed up healing in our game (which tends to be slow at the characters' low point levels), one of the players proposed having lower-cost healing salves and teas. These would need preparation, so no one could use them in combat. I ruled these would be part of a First Aid roll to treat shock and thus replace the 1d-3 HP roll with 1d HP (a healing salve) or 2d HP (a healing tea). What I'd like to know is what folks think the cost of these should be? The player who came up with these said they should be half cost, though I'm not sure the lack of speed makes up half the cost.
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12-07-2014, 01:20 AM | #2 |
Join Date: Oct 2004
Location: The former Chochenyo territory
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Re: [DF] Healing salves and teas
Half cost seems pretty reasonable to me, as long as there are some restrictions on uses per day - maybe 2x/day for the salve, and 1x/day for the tea. Or possibly a penalized First Aid roll or HT roll to receive any benefit from the second and succeeding applications.
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12-07-2014, 03:16 AM | #3 |
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Re: [DF] Healing salves and teas
I've converted everything to character points. Healing items use the Healing Advantage with Capped FP, and Recipient Pays FP (which I don't put a cost on since I allow the recipient to reject healing with an HT roll) Then I add 1 use with Slow Reload. Apply that to $10 per CP and I'm done.
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12-07-2014, 07:45 AM | #4 | |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: [DF] Healing salves and teas
Quote:
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12-07-2014, 10:51 AM | #5 |
Join Date: Apr 2006
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Re: [DF] Healing salves and teas
If there's a strict limit to how much of it you can effectively use - one dose per day, for instance, or perhaps any particular collection of wounds can only be healed once, period - go ahead and make it super cheap.
If there's no such limit and you can heal major damage by chugging a kettle full of tea, half cost might be a bargain. |
12-07-2014, 11:12 AM | #6 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [DF] Healing salves and teas
Quote:
Bill Stoddard |
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12-07-2014, 11:52 AM | #7 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [DF] Healing salves and teas
In low-level D&D games long ago, where a 1d6+1 healing potion cost 500gp, for the same price you could get six "healing balm." Each of those would cure 1 d6 points, from a single wound, at 1 point per ten minutes. This worked fairly well: the fast potions were still useful in combat, but the balm gave a party more endurance without increasing their capability in a single fight. Obviously, the hit point and cost scales are different in DF.
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12-08-2014, 09:41 AM | #8 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [DF] Healing salves and teas
I see nothing wrong with a couple of the models proposed here:
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
12-09-2014, 12:01 AM | #9 |
Join Date: Sep 2008
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Re: [DF] Healing salves and teas
Maybe you could call the first one Kromm suggested a salve and the second a tea, or vice versa.
edit: Kromm got autocorrected to Kreme thanks to my phone. Heh. Last edited by NorphTehDwarf; 12-10-2014 at 03:08 AM. |
Tags |
capped, healing potion, recipient pays fp, salve |
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