Re: COMMENTS

From: via RadioMail (ddunham@radiomail.net)
Date: Mon 23 Aug 1993 - 19:51:08 EEST


>%%ii) "Dispel Magic" style Heals: in order to heal a wound, a spell must
>%%equal or exceed the damage entirely. ie a 2 point heal doesn't effect
>%%a 3 point wound at all, but can heal 1 and 2 point wounds. You would
>%%need to keep track of individual wounds ie: a limb incapacitated by
>%%3x2 point wounds could be healed using 3 Heal 2's; a limb incapacitated
>%%by 1x6point wound would need Heal 6 or better. This makes dedicated
>%%Healers with big Heal spells more important, as well as enhancing
>%%Divine and Sorcery spells. (Actually, did someone propose this
>%%recently?)

This would seem to make magic more, rather than less, important. Why?
Because any use of magic always completely heals.

I'm still convinced the easiest way to limit healing is once/wound -- this
doesn't add any bookkeeping (you already have -3 -2 etc. next to a
location) and it's compatible with previous stats.

>%% One of Greg's other comments about RQ damage is that it doesn't address
>%%pain: everything either works or doesn't, there is no reduction in ability
>%%with wounds. Does anyone have any ideas about how this shoud be addressed?

Greg sidesteps this in Pendragon by saying that mighty, trained knights can
shrug off much damage...

If we have to have a rule for this, it should be based on the number of
*wounds*, _not_ the amount of damage. Why? Because even a
non-life-threatening wound can be very painful. And it would allow someone
to take a mortal wound but continue to fight.

But I suspect anything is going to be a lot of trouble to implement. What
happens when your allied spirit heals you? Does the pain go away and your
ability return?

David Dunham * Software Designer * Pensee Corporation
Voice/Fax: 206-783-7404 * AppleLink: DDUNHAM * Internet: ddunham@radiomail.net

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