Re: Pain and Healing

From: via RadioMail (ddunham@radiomail.net)
Date: Tue 24 Aug 1993 - 20:38:39 EEST


>I'll chuck my tuppence
>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...

I like this idea, too. Especially because it means that pain and fatigue
don't matter, and don't need rules. (I know, there are occasionally times
after a battle where you need to do something in a hurry, but it's not all
that often.)

>On Heal spells, I'm another fan of "Healsharp" - Heal as a +5%/+1 modifier
>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.

Ah, so that's what "Healsharp" was. An interesting idea, it'd certainly
make rune magic mightier! (Elric calls First Aid "Physik," a name I'm not
very fond of. RQ already has Treat Disease, it could have Treat Wound if
you really don't like the name "First Aid.")

Making it active would certainly require the Chalana Arroy player to
practice triage!

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

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