From: Joerg Baumgartner (rq4@sartar.toppoint.de)
Date: Wed 25 Aug 1993 - 02:22:16 EEST
In <8322C910F71@marketing.wharton.upenn.edu>, Nick Brooke writes:
>>One of Greg's other comments about RQ damage is that it doesn't address
> On Heal spells, I'm another fan of "Healsharp" - Heal as a +5%/+1 modifier
>>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?
> 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.
First Aid implements that there is later help, which mostly isn't the case in
"Healsharp" isn't quite the name I'd like either. How about "Bandage"?
And while we're at it, why not more skill-enhancing magic of this mechanism?
Another idea for non-Healing wound-treating spell:
RQ. Treat wounds is already occupied by the sorcery spell. Is there any
English parallel for the German "Feldscher" (roughly battlefield physician)?
With regard to healing a "Fight disease" comes to mind for treat disease, and
each craft could have one or several spells of this kind. I never liked the
word combat magic, although up to now it fits the spirit spells only too
well.
Slow wound
Stops bleeding or similar deterioration od the wound for the duration,
including the 10 melee round limit for crippling blows, and gives the healer
time to care for the wounded. While the wound hasn't been cared for, skills
dependant on the wounded location are difficult or impossible to use.
(No idea which magic system, or the exact magic point cost.)
-- Joerg Baumgartner rq4@sartar.toppoint.de 0,,
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