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Old 01-23-2025, 12:23 PM   #1
EKB
 
Join Date: May 2024
Default My Healing House Rules

In the "Physick Per Wound or Per Aggragate" thread I said that I had crazy generous house rules for healing, even with using per aggragate physickering. Well, here are those house rules.

The effect of "physickering" injuries ranges from a 50% chance of healing one point to healing 4 points of "hit point" ST loss.

Without either using either a physicker's kit or expending a dose of medicinal elixirs, you have a 50% chance of healing one point, unless you have the Master Physicker talent in which case the chance rises to 100%. This can represent a non-physicker improvising bandages - or an animal licking it's wounds. Note that having the Physicker talent (without Master Physicker) isn't required and doesn't provide any additional benefit.

With either the use of a physicker's kit or expending a dose of medicinal elixirs on the patient, you can heal 1 point as a non-physicker, 2 points as a physicker, or 3 points as a Master Physicker. If you use both a physicker's kit and a dose of medicinal elixirs, you heal an extra point, e.g. 4 point if you have the Master Physicker talent.

The trick that makes my house rules crazy generous is that if the patient starts with at least ST 1 left, the hit point ST loss that isn't healed is converted to stun ST loss - and this applies even if the 50% roll left zero points outright healed. Furthermore, physickering can be applied any number of times per day, as long as the character has at least ST 1 left when the physickering starts.

Now if the patient is at ST 0 or less (and isn't dead) then physickering can only be applied once per day (or one last time that day), and does not convert the remaining unhealed injury to stun.

The handwave is a combination of ST 1 or better being only very slightly wounded - the character is mostly just "mussed up" - and of cleaning wounds in the game world invoking a natural healing magic.

There are complications for "special" damage: E.g. Hunger damage can only be healed by eating food, not by physickering or by ordinary healing potions.

My house rules for dying or not-dying at ST 0 or less are a subject for another post.
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Old 01-23-2025, 12:34 PM   #2
EKB
 
Join Date: May 2024
Default Re: My Healing House Rules

Addendum: My magical healing house rules

1. Healing potions heal 1d+1 points instead of +1 point.

2. The "Revival" spell and potion are replaced by a "Life" spell and potion. These will completely heal an already-living patient, as well as bringing back a dead one (provided the dead patient's spirit is still hanging around).

3. I have two hypothetical healing spells, available to be researched by any PC who shows an interest. The IQ 8 healing spell heals 1 point at a ST cost of 50, and the IQ 14 version heals 1d+1 points, again at a ST cost of 50.

(My campaign doesn't have platoons of apprentices casting Aid, high-capacity ST batteries as commonplace items, or the Legacy edition versions of wizard staves, so 50 St represents "might be managed at a stretch" rather than "can be easily & routinely done.")
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