Tuesday, July 14, 2009

Healing grevious wounds

Earlier I discussed healing of luck points, today I discuss the healing of actual wounds. Body point damage.

Now for back ground reading its essential you have read this post. Luck Points deal with the supernatural ability of heroes to avoid damage and their regeneration can be based upon such things as leisure and be healed in massive doses.

Body Points are actual physical damage, and quite heavy doses of punishment as well. Think about how much damage a dagger blow (a foot long blade) slammed into your leg would really be. A d4 doesn't really seem that piddly does it? Think of how long it would take to have that wound heal on its own.

In Piecemeal a healing check is made once per week. Each week the character basically makes a health check. If the character passes they gain a single body point back. This check is modified by skills applied (such as herbalism) and equipment (medical equipment) but most important to note is that negative penalties for having taken damage still apply. The worse condition you are in, the longer it takes to heal. Someone in critical condition is in serious condition.

The second important note is that while an epic success (20) heals two body points, an epic failure (1) costs a body point. That's right, you can survive a battle and later die of your wounds anyways. Other factors can also change what numbers count as epic success and failures. Resting in a clean hospital might make 16+ an epic success while crawling around in a fetid sewer might make a 10 or less an epic failure.

This, when combined with the weighty of choice of using healing magic (usually a priest issue) can be used to slow the "in game" pace of adventure.

Why is this a good thing?
1.) It makes it a choice (and a hard one) of whether to keep on going when running low on luck points, the reward is often greater by this point but the risks are higher too.

2.) It can slow down the pace of adventuring and in a very natural way, force the players to deal with the non-violent aspects of their lives in the "down time". This allows time to learn new skills (assuming you chose to make learning new skills about time training and not advancing in levels), earn piety, train for combat maneuvers or deal with social matters for the party.

3.) The risk of dying after the fact is very, very small (unless you camp in a fetid sewer for a few months) but stresses the importance not just surviving a fight, but making sure you survive it well. Sometimes discretion is the better part of valour.

4.) It keeps characters grounded, reminding them that after a viscous beating leaving them near death..they can't always just sleep for a week and be right as rain.

5.) It adds new options and choices in longer term adventures. If something needs doing on a timeline...does the character wait until he is healed? or head out wounded and do the best he can?

What are your thoughts for or against this type of healing?

1 comment:

  1. I certainly favour two sorts of 'damage', and I like these healing roll rules, so I think that is a 'win'. :D