difficulty & healing

From: johnjmedway (jjm@zycor.lgc.com)
Date: Fri 20 Aug 1993 - 22:43:54 EEST


>> From: rq4@sartar.toppoint.de (Joerg Baumgartner)
>> I have to disagree: Without the difficulty system, there is no need for
>> a point system, and that's no need for the templates as offered. Most
>> of the sense the current draft makes would be cancelled.

I agree completely with Joerg. Dropping the admittedly weak difficulty
system between RQ2 and RQ3 was a mistake. This is the sort of improvement
which should have been made then. Dropping it back out will probably imply
that the skills and background tables would be of little use to me ( as our
group had already added difficulty ratings back in ), and thus make RQ4/
Companion/whatever of little use as well.

And so what if it's easier/harder to become RuneLord in some cults as a
result of easy/difficult skills. It's never been exactly even before.

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>> From: rq4@sartar.toppoint.de (Joerg Baumgartner)
>> Lethality is always a problem. I'd like to see a system that allows
>> wounds which cannot be healed at once, maybe only stilled - something
>> ...
>> least in fiction. To really heal a lethal wound, I'd expect some ritual
>> healing magic as so nicely depicted in the Conan movie.
>>
>> This would also go nicely with Greg Staffords statement that
>> distribution of healing magic is about ten times overrated among
>> RQ-PCs, or in RQ in general.

This Conan scene seems to be Stafford's favorite example. He brought it
up twice ( at least ) at Origins. I'd say you have hit close to what Greg
seemed to have in mind. Lingering and suffering are part of the world,
even if there is magic in the world.

>> I like the sorcerous Treat Wounds, by the way: no immediate effect
>> except stopping the bleeding. If one plays the variant as used by the

This, or some simpler version of yesterday's proposition by Rob Mace (in
the Daily) would be a great improvement to the current "poof, you're better"
style of healing.

Here's another idea: only allow a healing spell to heal 2/3 of the damage
from a particular wound. Force all else to heal with time. This is simpler
than Rob's suggestion, but quite a bit less miraculous, obviously. I'd
allow Divine Magic healing to be able to fully heal wounds, though I might
drag out the return of points to 1 per turn after the end of the ceremony/
prayer.

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