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View Full Version : Masque of the Red Death (MotRD): Healing



kbob
2021-05-30, 02:49 AM
So I have a copy of 3.5 MotRD. I’m wanting to run it but dang... is it brutal!!? Magic users are at a huge disadvantage as all magic use comes with risk. It should be avoided if at all possible. Yet it is necessary at times. Magic items of any kind are extremely rare. Combat is brutal as well and should be avoided. But it too is necessary. Which brings me to my question: the book mentions hospitals healing up to 4hp/day at the cost of $10.00/hp (which can add up). However, it warns that going to a hospital runs the risk of people asking questions (those familiar with MotRD setting know this is bad thing). Since healing potions pretty much don’t exist, and healing magic runs the risk of making matters much worse, how are characters supposed to heal? I mean is there a rest mechanic (or even a home brew someone has done)? 5e has a gritty realism mechanic that short rests (something not in this edition) are 8hrs instead of 1 and long rests (pretty much resting in 3.5) is 1 week instead of 8 hours. I was thinking maybe using that kind of mindset but alter it. Maybe, 1hp/day with medicine check with some kind of bonus for each full week? Idk. Anyone run into this problem or have any ideas??

StSword
2021-05-30, 03:45 AM
i don't have a copy of MotRD in front of me, but the standard healing rules for dnd 3x is: With eight hours of rest, you heal 1 hit point per character level. Twice your character level if you rest for a full day and night.

Which is still rather brutal, if you'd like some options to alleviate things-

You could use reserve points (https://www.d20srd.org/srd/variant/adventuring/reservePoints.htm), which effectively doubles a character's hit points.

Or Vitality and Wound points (https://www.d20srd.org/srd/variant/adventuring/vitalityAndWoundPoints.htm), in which most injury would do vitality damage, which heals 1 point per hour per character level.

Or make armor more effective with the damage conversion (https://www.d20srd.org/srd/variant/adventuring/damageConversion.htm) rules in which armor converts 1 point of damage into nonlethal damage per armor bonus. Although I imagine MotRD is a low armor campaign.

Or give players a defense bonus (https://www.d20srd.org/srd/variant/adventuring/defenseBonus.htm) to make them last better in combat since armor is probably rather lacking.

And that's just off the official variant rules for dnd 3x.

kbob
2021-05-30, 11:25 AM
Ya armor is definitely lacking as firearms are a thing in the 1890s Gothic Earth. I’m sure something existed but it’s probably military application.
I do like getting hp back at a reduced rate like you mentioned, but I don’t think it should exceed what you can get at a hospital (4hp/day max). The negative of the hospital is the cost and the chance of enemy finding you. The reward for going there, at that risk, should be higher than just resting in your own. Plus it makes more sense to heal more at a hospital than at home in your bed.

ShurikVch
2021-05-30, 12:02 PM
Since healing potions pretty much don’t exist, and healing magic runs the risk of making matters much worse, how are characters supposed to heal?
The big question there is: how much from out-of-the-book stuff is allowed?

Say, Mystic and Parson are got access to Turn Undead.
Does it mean -
Sacred Healing (Complete Divine, fast healing 3 in 60' burst for 1+Cha mod. rounds)
or Sacred Purification (Player's Handbook II; heal 1d8+Cha mod. damage in 60' burst; Undead is harmed for the same amount)
is available?

Faster Healing feat (Complete Warrior) bumps amount of daily hp recover (and damaged abilities recover too)

Self-Medicating feat (Dragon #354) allow to restore 1d4+Int mod. hp 1/day

Healing Salve (Lords of Darkness) is alchemical item - not magical; thus - there should be no risk of Red Death to brew it

How about all those subsystems which aren't, technically, using spells - but still able to heal: auras, binding, maneuvers, meldshaping, psionics... Heck, even truenaming!..

Magic of Githyanki Ghustil (Polyhedron #159) is neither arcane nor divine (it's powered by Astral) - thus, shouldn't be affected by the Red Death at all

If nothing other, then cheesed up Heal (https://www.d20srd.org/srd/epic/skills.htm#heal) check may work...