Quote:
Originally Posted by Dalin
I think it is pretty easy to turn the magical dials down without breaking the core game. The first thing I would think about is how I want healing to work. In the basic game, while you don't fully recuperate overnight (a la that other game), clerical magic and healing potions are easy enough to come by that it is assumed that a competent party can "heal up" in relatively short order. Reducing access to healing magic will change gameplay a bit. Nothing that the system can't handle, though.
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Also, if you use random hit locations or enemies that target specific hit locations, healing spells are a lot less relevant anyway because the usual failure state is not "PC runs out of HP and dies" but "PC loses an eye or limb", which requires a visit to a template to fix and up to a month of waiting.
Bless on the other hand will be sorely, sorely missed. Expect Luck to be a popular advantage to compensate.