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Old 03-02-2012, 07:13 PM   #21
Kilo
 
Join Date: Aug 2009
Default Re: [DF] Healing costs

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Originally Posted by ericbsmith View Post
Multiple re-castings by the same caster on the same subject in the same day incur a cumulative -3 skill penalty. If you're seriously injured, unless there are multiple healers available, you may be stuck having to pay for a Minor Healing (or a Great Healing) if you want to be fully healed quickly.
An excellent point, one I had not considered.
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Old 03-02-2012, 07:19 PM   #22
vierasmarius
 
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Default Re: [DF] Healing costs

Something else to keep in mind is that Major and Great Healing are both VH (giving effectively -1 skill) and have higher Magery prereqs (1 and 3 respectively). Healers capable of casting the higher spells may simply charge more, as is appropriate for highly-skilled and talented specialists.
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Old 03-02-2012, 07:36 PM   #23
Kilo
 
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Default Re: [DF] Healing costs

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Originally Posted by vierasmarius View Post
Something else to keep in mind is that Major and Great Healing are both VH (giving effectively -1 skill) and have higher Magery prereqs (1 and 3 respectively). Healers capable of casting the higher spells may simply charge more, as is appropriate for highly-skilled and talented specialists.
And since I'm using Threshold limited magic, there's only so many spells a wizardly healer can safely use in a day as well. I think I'm going to go with $15 per point in Minor Healing, $20 per point in Major Healing/Cure Disease/Neutralize Poison and $750 for Great Healing/Restoration/Regeneration. At $15 per point you could get 3 HP for $45, or 4 HP for $40 with Major Healing. Great Healing etc., (at ~20 points) may only be able to be cast once or twice per day, depending on the risk the wizard/healer is willing to take, and severely limits how many times s/he can cast any other spells that day as well.
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Old 03-03-2012, 06:31 AM   #24
Peter Knutsen
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Default Re: [DF] Healing costs

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Originally Posted by sir_pudding View Post
"Ah, an adventurer. I'll be happy to treat you, but it seems our temple has lost the sacred book of the holy words and the gem of pure good and the swift sword of terrible wrath and the belt of mighty divinity and the sandals of only one set of footprints..."
Dungeon Fantasy with realistic TL3-4 Medicine? I hope they have a Paranioa style six-pack of reinforcements! :)
Realistic TL3 or 4 medicine does open up a new character sub-niche: High TL Healer. As in my proposed version of Blessed, which makes you function as if you were 2 or 3 TLs high at medical skills per 10 CP.
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Old 03-03-2012, 06:32 AM   #25
Peter Knutsen
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Default Re: [DF] Healing costs

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Originally Posted by Kilo View Post
So the priests heal them up, then they go on the quest, or they go on the quest so the priests will heal them when they get back? Free healing with a promise to go pick up the laundry seems like a good way to get exploited, while making someone go (potentially) get stabbed again before you'll heal them seems rather exploitative. Either way, I'd rather just say, "It's not the Swift Sword of Terrible Wrath, but I'll give you this Fast Falchion of Horrible Punishment instead. Close enough for some stitches and band-aids?"
There may well be a Very Sacred Vow involved. Or a Conditional Curse. Or both.
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Old 03-03-2012, 06:36 AM   #26
Peter Knutsen
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Default Re: [DF] Healing costs

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Originally Posted by Kilo View Post
That would make a 3-point Minor Healing spell cost the same as a 3-point major healing spell, so I guess there's no reason they'd use the former.
One benefit of Minor Healing is that the cumulative penalty for repeated use is independent of the cumulative penalty for Major Healing. But yes, generally, they'd use Major Healing.

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Originally Posted by Kilo View Post
Setting: High Mana, magic is based on the language of "Wyrmtongue". Fluency in this language is required for magic use.
Absolute requirements like that are silly and belong in a board game. It's much more sophisticated to go the "This is not strictly necessary, but you really do want it" route:

Characters who are Fluent cast spells at no penalty.

Characters who are Accented cast spells at a -5 penaly to the skill roll.

Characters who are Broken cast spells at a -10 penalty, and they suffer a reasonably painful penalty to Backfire Table Rolls (I don't remember Unlimited Mana well enough to remember what a reasonable penalty would be, but perhaps +5 to the roll?).
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Old 03-05-2012, 02:05 PM   #27
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Default Re: [DF] Healing costs

Yes, I was suggesting "Heal PCs, and then send them on a quest of some sort - difficulty related to how good their reputation with the locals is, how much of a pain they've been to the temple, how good their religious ties are (or how good they pretend to be while in town),

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Originally Posted by Peter Knutsen View Post
There may well be a Very Sacred Vow involved. Or a Conditional Curse. Or both.
Gesa, etc. etc. Or pointedly writing down all the damage the priests healed where the players can see you keeping that total and making ominous hints about Thor Giveth, Thor Can Taketh Away.
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Old 03-07-2012, 01:43 AM   #28
Kilo
 
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Default Re: [DF] Healing costs

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Originally Posted by Kilo View Post
Setting: High Mana, magic is based on the language of "Wyrmtongue". Fluency in this language is required for magic use...
... Calculated with IQ + Magery - Penalties for Comprehension Level.
Perhaps fluency wasn't the appropriate word. At least a Broken level of comprehension is necessary.

Having the costs listed and ready was a huge success. To quote one of the players: "I'll pay for healing costs all day just to get rid of all that book-keeping (rolling HT checks)."
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