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Thread: Ideas for [very]low-magic healing

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    Bugbear in the Playground
    Join Date
    Oct 2006

    Default Re: Ideas for [very]low-magic healing

    Normal healing is still pretty potent compared with the real world, particularly with the Long Term Care application of the Healing skill.

    Regardless, you could possibly:
    • Allow Healing as a class skill for most if not all classes.
    • Allow the hit points recovered from Long Term Care be tripled rather than doubled on a DC:20
    • Potions can provide +1 hit point per level of the recipient as though from a full nights rest in addition to the Xd8 hp normally recovered.


    Quote Originally Posted by Arbitrarity View Post
    I highly recommend the Vitality and Wound system for this. It makes characters tougher at low levels, still vulnerable at higher levels, and increases regeneration of "normal" damage to 1/character level/hour. A day's rest will fix normal injuries, but heavy combat could leave a party bedridden for at least a few days at lower levels.
    Vitality and Wounds is pretty good; though it can easily be a game spoiler to suffer a powerful Critical Hit. Another option is the modified Star Wars system that has wound categories with gradually accumulating penalties to all rolls as the character becomes damaged.
    Last edited by Lord Zentei; 2007-10-20 at 02:08 PM.
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