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Old 03-12-2016, 09:07 AM   #1
Bazial
 
Join Date: Feb 2016
Default Re: [RPM] Limits on Healing

Quote:
Originally Posted by Celti View Post
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.
Hmm, that is not a bad idea actually. Definitely an option. Might require a bit of fiddly-diddling, but it could work.

Quote:
Originally Posted by Ghostdancer View Post
In my urban fantasy campaign - The Chronicles of Ceteri - I allow a maximum amount of healed HP equal to (Total HP x 5) in a single month/lunar cycle. You can go beyond this limit. but every multiple of (HP/2) requires you make a HT roll at a cumulative -1 penalty. Success means you're okay for now. Failure results in a cumulative -1 to HT rolls for one month/lunar cycle. You should -1 in penalties if you don't go beyond your threshold for one month/lunar cycle, double if you were not the subject of healing magic or suffered no HP loss during that time, or tripled if both. It worked quite well. Made my players properly paranoid about taking damage and they acted accordingly in combat.
I'm rather fascinated by this! Probably won't take this approach, but it's always a joy seeing your stuff, 'Dancer. (Yes, I read your blog... *blushing*)

Quote:
Originally Posted by AlexanderHowl View Post
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.
I somewhat feel like RPM is an improved version of Path/Book Magic, but in all fairness, it's been a bit since I read up on the rules for Path/Book. I'm rather curious though, why do not think RPM has a place in most low fantasy settings?

I don't have the Conan RPG book :(
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Old 03-12-2016, 06:52 PM   #2
Christopher R. Rice
 
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: [RPM] Limits on Healing

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Originally Posted by Bazial View Post
I'm rather fascinated by this! Probably won't take this approach, but it's always a joy seeing your stuff, 'Dancer. (Yes, I read your blog... *blushing*)(
Hey, thanks. :-) That's what the blog is there for. Sorry I couldn't be more helpful.
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Old 03-12-2016, 07:04 PM   #3
Nereidalbel
 
Join Date: May 2013
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Default 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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Old 03-13-2016, 01:26 AM   #4
Christopher R. Rice
 
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Default Re: [RPM] Limits on Healing

An alternate way to handle this is here.
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