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View Poll Results: I allow Physickers to treat | |||
Each wound separately |
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5 | 25.00% |
Only the total wounds suffered |
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15 | 75.00% |
Voters: 20. You may not vote on this poll |
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#21 | |
Join Date: Jun 2008
Location: Boston area
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If only they would make sure the fight is one-sided in their favor, perhaps things would go better. |
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#22 |
Join Date: Dec 2021
Location: Indiana
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#23 | |
Join Date: Jun 2018
Location: Durham, NC
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ROFL. As powerful as it is, even Physicker healing per wound can't fix that. |
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#24 |
Join Date: Jun 2008
Location: Boston area
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#25 |
Join Date: Aug 2018
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Another option is to use "LAW "healing rules. " Heal one damage point per medic level for damage sustained in current combat, on 3/IQ. Used after combat is over. Healed points can be spread across multiple characters".
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#26 |
Join Date: Sep 2018
Location: North Texas
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Since we're straying into house-rules a bit, my own were designed to be a compromise between these two approaches...
Initially in my game, as an attempt to apply 'per wound' healing by someone w/ PHYSICKER or MASTER PHYSICKER, using these talents would provide diminishing returns when applied to the same figure. For example, imagine a PC with 12 ST that is hit three times in combat. One a grazing 2-point wound, another for 3-points, and also a serious 5-pointer. In my game, someone with the MASTER PHYSICKER talent can heal the (normal) full 3 points on the most serious injury, but only 2 on the next one and finally 1-point on the minor wound. That would still leaves 4 points to heal naturally (assuming no magical remedies are available) over 4 days*. In addition to tactical healing, I have applied a secondary feature for those talents... the ability to accelerate normal ST recovery in order to help minimize PC downtime. I think there should be a bonus when a character is under the watchful care of someone w/ these talents. Therefore characters being treated by a PHYSICKER will recover at *twice* the normal rate while those receiving care from a MASTER PHYSICKER will heal at *triple* the rate (dependent on a successful 3d healing roll vs IQ each day). Thus the figure mentioned above would be fully recovered as fast as 2 days if being treated by someone w/ either talent. *Note: The default recovery rate of ST damage is 1 point per day in my game (instead of 1 every two days per RAW) as long as the character is in a safe location and mostly restricted to bed-rest. Trying to recover ST naturally while active or adventuring slows the process down substantially... only 1 point every THREE days.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos Last edited by TippetsTX; 01-19-2025 at 06:38 PM. |
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#27 | ||
Join Date: Jun 2010
Location: Alsea, OR
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Quote:
Simplicity is often superior. |
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#28 |
Join Date: Jun 2006
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More seriously, I've often seen this in players who are basically playing smart for the wrong genre.
Avoiding all the little fights that don't really matter and aiming for the big boss who does makes a lot of sense in genres closer to reality. It's only a terrible approach in dungeon fantasy and the like where the conventions of the genre [guarantee] the big boss is out of your league to start with, and winning those small irrelevant fights is where you earn all the experience (and run a high enough loot to resources spent ratio) to accumulate the edge that will give you chance against him.
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-- MA Lloyd |
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Tags |
damage and injury, first aid, healing, raw |
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