[RPM] Limits on Healing
I'm working on a handout for a low fantasy campaign, very much in the vein of Leiber, Howard and Asprin's Thieves' World anthologies. I'm taking a few flavor cues from the d20 version of Thieves' World, and among one of the principles I'd like to adapt is limitations on healing magic. Basically, straight-on patch-the-wound-healing magic does not exist. Magic does not have to power to directly restore; instead, "healing" is done through transferring damage to another subject (much like the Empathetic version of the Healing advantages presented in Powers), it has some price that affects the healed individual, or it can, at best, only accelerate the healing process.
This would of course greatly limit the effects of Restore Body in RPM. My players are fine with the idea of healing magic working like this, but I'd love some advice on the mechanics. Should my notes on RPM in the handout simply include a clause that states something along the lines of: "RPM cannot directly heal without some sort of catch, and all rituals aimed at healing the body must include effects to accommodate this." |
Re: [RPM] Limits on Healing
Well you could just outlaw Greater path of body effects. With a lesser effect the best healing magic could do is double whatever current first aid healing is. Now if you're just TL3 first aid shock treating is 1d6-3 and that includes the 1hp from bandaging. So you'd be looking at the greatest possible instant healing spell restoring 1d6-2 or just 2 hp when it's cast. For comparison GURPS says modern TL8 median can heal twice that in 10 minutes.
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Re: [RPM] Limits on Healing
Another suggestion: you could have a house rule making the burning HP a mandatory part of fuelling healing rituals. For example, specifying that at least 20% of the power accumulated must come from this source (adjust figure to suit, naturally). This would have the advantage of scaling to however big a ritual a character wants to produce.
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Re: [RPM] Limits on Healing
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Re: [RPM] Limits on Healing
You could rule that all Healing effects are actually Salving effects: see Salving Magic in Pyramid #3/13: Thaumatology. Essentially, Salving magic is magic that cancels the effects of injury and promotes natural healing, but you're still injured and in danger of dying from further injury until you heal naturally.
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Re: [RPM] Limits on Healing
RPM would not fit into the majority of the low fantasy settings, like Howard's Conan, though the Path/Book Ritual Magic from GURPS: Thaumatology could be suitable. I would actually suggest adapting Sorcery from 2nd Edition Conan the RPG, by Mongoose Games, which was designed for a low fantasy setting.
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I don't have the Conan RPG book :( |
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Re: [RPM] Limits on Healing
RPM treats doing damage (or healing) over a duration as a special effect. Thus, Restore Body effects can be mandated as 1 HP per [insert interval here], and the only way around that is to burn HP or have some sort of backlash on the caster. Treating magical healing as the weakest level of Regeneration should be slow enough that magic still feels useful for healing, while not being over-powered. It should be noted that the first point of healing occurs immediately and includes stopping bleeding.
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Re: [RPM] Limits on Healing
An alternate way to handle this is here.
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