mario pagan restaurant

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I've been working on my own system for a long time now, and it's gone through many iterations over the years. My current version works wonderfully for most things, but I just can't seem to come up with any good way for healing magic to work the way I want. Full rules can be found at http://emasters.freehostia.com/hod but I'll try to put everything you really need to know in here.

We see the hellish training that Usato is subjected to by Rose, based on the simple idea that healing mages are capable of healing their own bodies which means they are capable of going through a much more strenuous and damaging regimen than most people could handle. Plus, you can t do anything for people who have only HP damage left since fatigue usually recovers completely overnight, and can recover some throughout the day, this is pretty common.

Misunderstanding the correct procedure for using healing magic

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Help with Healing Mechanics (1 Viewer)

I've been working on my own system for a long time now, and it's gone through many iterations over the years. My current version works wonderfully for most things, but I just can't seem to come up with any good way for healing magic to work the way I want. Full rules can be found at http://emasters.freehostia.com/hod but I'll try to put everything you really need to know in here.

Healing is meant to be relatively realistic in my game, so it is typically a slow process. A starting character has roughly 15 HP, and these increase only with difficulty, so it's likely that even a high level character wouldn't get much over 30 or so. HP recovers naturally at the rate of 1/day, or 2/day of complete rest. People with the Heal skill can increase this rate to some extent, but not a whole lot. When you are hit with an attack, you may take either just fatigue, or both fatigue and damage. Calculated as follows:

  1. Damage is rolled (let's say 7)
  2. Damage is compared to the target's Threshold of Pain (we'll say 4)
  3. Damage up to the ToP is added to the target's fatigue (since 7>4, the target adds a full 4 fatigue)
  4. Damage in excess of the ToP is subtracted from the target's HP (7-4=3 HP damage). If you take HP damage, you also take a penalty to some combat stats, but that's not too important right now.
  • Healing directly restores HP: All parties are required to have a healer in order to function at the expected capacity, plus it cheapens damage. Parties without a healer are too vulnerable, and end up with a 15-minute adventuring day. Or week, since you only get 1-2 HP/day. Additionally, if you heal HP without recovering the combat penalties associated with them (they're tracked separately), then characters are still weak even at full HP and no fatigue.
  • Healing recovers fatigue only: Spellcasters can almost endlessly heal themselves to remove the fatigue from casting healing spells (I have a system in place so that casting the same spell repeatedly increases its fatigue cost, but even so. ). Or even if I disallow healing themselves directly, two can heal each other. Plus, you can't do anything for people who have only HP damage left (since fatigue usually recovers completely overnight, and can recover some throughout the day, this is pretty common).
  • Healing adds temporary HP: This one works best of what I've tried, but when a character only has fatigue, they gain no benefits from being healed at all. This is particularly bad if a character's fatigue is already higher than his maximum HP, since a single hit could easily knock him out but healing magic has no effect.
  • Healing allows a character to use one or more of his daily rests (basically akin to 4E healing surges): The power of a spell varies significantly based on the target, plus the same problem of not helping characters with only HP damage, as above.
  • Healing spells absorb HP damage into the caster: Makes healers squishy and prevents them from being front-line combatants, since they're basically taking the damage for the entire party. Plus they could only heal once or twice before their own HP is depleted.
  • Healing adds temporary HP up to the character's max, and excess reduces fatigue temporarily: This works, but is overly complicated for my tastes (too many temporary effects to track), and would also allow a healer to heal himself at no real spell cost, since the temporary fatigue reduction would probably be enough to offset the cost of casting the spell.
  • Healing magic should not be absolutely necessary for an adventuring party to have in order to have a hope of survival, but should be helpful both mid-combat and after combat.
  • Healing magic should not permanently restore HP, or should do so only in a very limited way.

RickDickerson

0

To have "realistic" (or as realistic as you can have in a system) healing, you would have to make it so that Healing takes away the immediate risk of Death, while also increasing the Rate at which they heal Hit Points. Hit Points would'nt be restored instantly, but it makes recovery quicker. You could also decrease the amount of Fatigue regenerated during healing, to represent the body using up stores of energy to heal itself. To make healing worth it, it would have to at least double the HP recovery rate, and moreso for more skilled Healers.

You could use certain types of chemicals or other types of healing to reduce fatigue, but these would actually make it a bit harder to heal, as they release adrenaline into the system to make it run faster, thus putting strain on the real healing mechanisms of the body.

CrookedBroomstick

0

I would probably go with a multifaceted strategy. There should be different level of healing, since they are accomplishing different things. For example, there could be a three tier healing system.

Tier 1: Immediate Help
This tier is designed to provide immediate assistance. A majority of this is going to be keep fatigue down and pad any HP to keep the threat of death to a minimum. So healing in this area focuses on reduction of fatigue and providing small amounts of temporary HP. This is akin to stimulant and stop-gap medicines such as adrenaline shots, styptic pens, and morphine. This stuff will keep you in the fight until it's about over. The healing here doesn't last long and is limited in effectiveness, but it's quick and cheap.

Tier 2: Post-Trauma Care
This tier is designed to provide the kind of first aid and field doctoring you expect after the immediate threat is gone. A majority of this is going to be about getting rid of fatigue completely and getting HP up enough to make it back to base in mostly one piece. So healing in this area focuses on removal of fatigue and small permanent HP healing. This is akin to bandaging up wounds, do temporary fixes to severe injuries, and resting up for the trip home. The point is to stop any life threatening injuries from getting worse and completely fix minor problems. The healing here takes a bit of time and can only be applied so many times (since it's just not safe to boost the body too much), but it does help out in making the trip back to base less of a paranoid experience.

Tier 3: Bed Rest, Mending, and Time
This tier is designed to provide the kind of long term and targeted care you expect at a hospital or home. This is where serious wounds and conditions are targeted and fixed. Most of this healing is going to be working with the body in order to repair itself over time. Permanent HP restoration over time is what this tier is about. This healing is akin to dietary supplements, herbal remedies, antibiotics, and bed rest. The healing here takes A LONG time, but boosts the natural healing process significantly without causing any more harm. That way the party can get back to adventuring soon enough.

My thoughts on the subject at least. Hope it's helpful.

Zherynn

Validated User
Validated User

I appreciate the help so far. I guess I wasn't clear enough with my original intention: improve mechanics for healing magic.

I actually have rules using the Heal skill (non-magical) that allow characters to permanently remove HP damage, given about 15 minutes, or to increase the rate at which someone heals over the course of days, so I guess I already have your second- and third-tier systems. Although most of the second-tier stuff actually adds fatigue in exchange for restoring HP permanently (I was thinking that undergoing medical treatment would be painful and tiring on the body, reducing the immediate effectiveness, but increasing it once they had a chance to rest for a bit and remove the excess fatigue). Immediate help I don't see possible in a medieval fantasy setting without resorting to magic, so I guess that's really the role I want most healing magic to fill.

Another idea I had last night after I posted was that I could simply have healing magic grant temporary HP up to the target's normal maximum, and make any excess permanently reduce the target's fatigue. This way it's useful whether the target has HP damage, fatigue, or both. It does, however, make it easier to abuse the system and have healing mages just heal themselves repeatedly. This would have to be offset by the increase in fatigue cost and difficulty for casting the same spell multiple times in a day. Another question is just how "temporary" would I make the hit points? Just until the end of the battle? A few hours? Until the end of the day? I don't know. It might work, but I'd still like to hear any other ideas you all had.

I hadn't really put much thought into the different levels of healing like you both talked about, so at least you've helped me figure out the effect I really want magical healing to have. That's one step up from before.

Mario pagan restaurant

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mario pagan restaurant

mario pagan restaurant