From: Nick Brooke (100270.337@CompuServe.COM)
Date: Tue 24 Aug 1993 - 10:01:02 EEST
It's been a while...
>>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
Ah, but that was before he did his wrists in. Nope, I'll chuck my tuppence
Yeah, the Crimson Bat is going to be unfairly penalised by both these
On Heal spells, I'm another fan of "Healsharp" - Heal as a +5%/+1 modifier
Oh, and I liked Lewis Jardine's suggestion for cult-set upper limits to
can
>shrug off much damage...
behind Roderick's proposal that adrenaline more than counters any pain felt
from wounds *while still in combat*. I had thought of doing the same for
basic fatigue, too: you don't get the whack for a brief fight until it's
over, but it can be more severe with less bookkeeping as a result. But I
never used fatigue anyway...
rules. Poor little Bat. I weep for it.
to First Aid skill. Find a good rename for "First Aid" and this'll be just
fine for me. The methods which require a running check on how large the
last Heal on each wound was don't go well with Heal as an "instant" spell
(thus not possible to dispel on your foes, alas!). If "Healsharp" were made
Active, too, you'd get more realism than the current "laying on of hands"
-- no reason why it shouldn't still take time to treat wounds, even if
you're doing it with magical help.
spirit spell points on the Daily (and the spin-off "overcome variable
points plus modifier [all squared] to gain a new point of spell" method
someone else followed it up with). Makes you think more about what your
cult can and can't do: no more "Heal 6 Humakti" etc. And seems to fit in
with the RQ3 philosophy of limiting Spirit Magic availability.
====
Nick
====
"The Moon is a Harsh Mistress"
-- attributed to Danfive Xaron
0,,
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