From: Luc Lavergne (arkat@rocketmail.com)
Date: Thu 25 Sep 1997 - 00:04:55 EEST
Here is an alternative rule to include some kind of long term
effect to wounds. The rule is simple : just one heal spell can be cast
at a single wound per day. So if Arquak the duck received two sword
blows from one of Delecti's skeletons, Zara, a duck healer with a heal
3 spell, could cast one spell at the first wound (a 4 point blow to
the abdomen without any armor, so there's still 1 point left to be
recovered later) and another for the other wound (a 6 point blow to
the head, blocked by 4 points of armor from Arquak's helmet, leaving 2
points to be healed completely by the Heal 3 spell)
Also, to make such partially recovered wounds affect the
character, each HP lost to a hit location would reduce all skills
using this particular location by 1 point. So, Arquak the duck would
suffer from a 1% penalty to any agility skill, and some other skills
where his legs, or abdom, is useful. Wound to the chest would affect
all actions using anything below the head.
A side effect to the use of this rule is to make heal 6 spells
much more powerful than six heal 1 spells. This way, a warrior with
the heal 1 spell would maybe refrain from casting it to his major
wound, since he would have to wait a day until he could cast it again,
or whoever else on this particular wound. It also makes a difference
between a lot of small scratches and one single deep and open wound.
Of course, players will have to take note of the wounds they received,
which is just normal.
CA healers could have some advantage over this, such as beaing
able to cast several spells at a single wound ...
Luc Lavergne
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