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Old 03-29-2021, 09:40 PM   #18
JohnPaulB
 
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Join Date: Jan 2018
Location: Portland, Maine
Default Re: Thoughts on a Healing Spell.

Quote:
Originally Posted by David Bofinger View Post
The idea that a healing spell also inflicts a penalty is an interesting one. It would allow characters to be unhappy about being wounded, but still able to continue adventuring as long as others were willing to shoulder more of the load. That probably comes closer to satisfying the wound dilemma than most approaches.

Perhaps the natural implementation would be:
  • The healing spell changes a certain number of wounds into pseudo-wounds.
  • Pseudo-wounds don't affect DX penalties, whether you live or die, etc. But each <make up a number> of pseudo-wounds counts as a level of Curse.
  • If you get hit then you get extra wounds: pseudo-wounds aren't affected.
  • Healing repairs real wounds first, and then pseudo-wounds. Or perhaps they heal in parallel, so that it's faster.
  • Pseudo-wounds may have some distinctive look, like they've been stitched together by eldritch glow or whatever.
That pseudo-wounds could be simplified to:
You could allow the player to convert hit damage to temporary handicaps (TFT Companion P 17 and P 23). Just make the time duration last hours or days. No need for physicker.
The player suggests the temporary handicap and the GM approves it.
  • Someone takes a bash to the head, they can take 1 point (1 hour) of Hard of Hearing.
  • Someone takes a bash to the shield, they can take 3 points (3 days) of One-Armed.
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