From: Loren J. Miller (MILLERL@wharton.upenn.edu)
Date: Thu 26 Aug 1993 - 02:22:46 EEST
We've tried both the dispell damage and healsharp versions of the healing
spell and both worked nicely. I especially liked the healsharp version
because it made the spell only useful to someone who already knew how
to do first aid, well, unless you want to have one character slapping
bandages on and the other casting the spell, which makes it twice as
unlikely that you'll have a healer left after a combat. As for the dispell
damage version characters always have all their wounds healed up after
the battle anyway, so the fact that this encourages people to take big
healing spells and cast them ...err... I'm getting confusing. Let's try
again. There was a complaint that the dispell damage version of healing
would encourage people to heal all the damage they take, but right now
characters still heal all their damage and they can do it with little
spells, hardly enough to heal a scratch. Also, the little spells let the
whole party cast heals, so that everybody is only down a few MPs after
a healing session. However, with the dispell damage version there is a
single character, a healing specialist, who gets to cast all the healing,
and this means that less total healing is available. It also makes the
rest of the party treat the healer *very* nicely. Unlike in xD&D, a RQ
character can get killed by a single stroke of unluck. Characters will
encourage the healer to stay back, out of combat. I like that. It makes
it easier to see Chalana Arroy style ethics at work.
-- Loren
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