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Old 03-11-2016, 05:20 AM   #1
Minuteman37
 
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Join Date: Aug 2015
Location: Kenai, Alaska
Default 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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Old 03-11-2016, 05:38 AM   #2
dbm
 
Join Date: Sep 2004
Location: Lancashire, UK
Default 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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Old 03-11-2016, 07:18 AM   #3
Bazial
 
Join Date: Feb 2016
Default Re: [RPM] Limits on Healing

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Originally Posted by Minuteman37 View Post
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.
Hmm, that's not a bad idea. Perhaps not all Great Effects for Body, but just for Restore Body then?

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Originally Posted by dbm View Post
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.
That's... Actually kind of neat. It really communicates the whole "something for something" rules of transferring life energy. A variation of this might be that the ritual grants either the recipient or the caster with a disadvantage worth some percentage (30%?) of the amount of energy required to cast the ritual.
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