Healing Discussion

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Ben
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Healing Discussion

Postby Ben » Mon Jun 01, 2015 12:00 pm

Something that came out of discussions over the weekend.

True Heal repairs armour. What if normal healing repaired armour as well? The idea is that armour isn't being destroyed by a sword, instead the impact to the body beneath is being lessened by the armour. A sword blow isn't making a huge hole in plate male, it's denting it bruising the person beneath.

So a starting character with 1 hit per puts on full plate and becomes 7 per. The armour can be repaired either by repair or life magic. The base hits only by life magic.

The effects of this are:
Makes healer more useful to those in the front line (Repairers are more useful than Healers to armoured warriors a lot of the time)
Makes it less essential to have a water caster
Frees up water casters from feeling they need to save their essence for Repair, makes armour better
Makes low level healers more useful as they can patch up the bruises and scrapes.
When you heal someone, if you are also healing their armour then they aren't just going to fall over again to the immediate hit you seem to get as you're standing up.

Rather than focusing on whether this makes complete sense IC, think of it more as a game mechanic that I think will be pretty cool.
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Re: Healing Discussion

Postby Ben » Mon Jun 01, 2015 12:08 pm

Two other changes I'd like

1) Remove ranged healing (give life specialists something else)

2) Instead of healing being instant, make the first point instant and then each point to the same location takes 10 seconds to work after this.

Eg If someone needs 5 points of healing to the chest then Heal 5 does 1 point of healing immediately and then the next point after 10 seconds, the third after another 10 seconds etc, the fourth after 30 seconds etc.
If you need 3 points of healing to the head, one to the body and one to your leg then one point is done to the head, body and leg immediately with the other points going to the head in second intervals.
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Re: Healing Discussion

Postby Edd » Mon Jun 01, 2015 12:40 pm

Agree with the first post above. However, I personally like ranged healing, though I appreciate a lot of people don't. Also, I don't like the slow kick in to healing - I love the instant kick in of a big heal to keep the big armoured bloke fighting. Happy for the ranged healing to go, would rather keep the instant effect of a heal.

Do we need to consider that it is almost always better for a life specialist to cast heal 3 (for 1 essence) than any of their other healing spells? Heal 5 costs 2, so you might as well do heal 3 twice for the same amount. Worth us looking at this?
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Re: Healing Discussion

Postby Hatsuo1980 » Mon Jun 01, 2015 12:51 pm

Edd wrote:Do we need to consider that it is almost always better for a life specialist to cast heal 3 (for 1 essence) than any of their other healing spells? Heal 5 costs 2, so you might as well do heal 3 twice for the same amount. Worth us looking at this?


Yeah this is a little dumb.

If all healing cost 1 extra essence it would resolve this issue (heal 3 would cost 2, heal 5 would cost 3. So 9 healing for 6 essence with heal 3 or 10 for 6 with heal 5)

Could give them a specialist that lets them split their healing between people they are touching (like someone is down 8 someone else down 3, can cast a heal 10 and heal 3 and 7)
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Re: Healing Discussion

Postby Ben » Mon Jun 01, 2015 1:11 pm

I was thinking the same as Edd. How about healers can cast at their optimal efficiency (only when healing, not while hurting undead or whatever) so can cast a Heal 9 for 3 essence or a heal 21 for 7?
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Re: Healing Discussion

Postby Hatsuo1980 » Mon Jun 01, 2015 2:01 pm

Ben wrote:I was thinking the same as Edd. How about healers can cast at their optimal efficiency (only when healing, not while hurting undead or whatever) so can cast a Heal 9 for 3 essence or a heal 21 for 7?


Is that just casting heal 3 3 or 7 times?

Doesn't feel like a benefit
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Re: Healing Discussion

Postby xochiquetzal » Mon Jun 01, 2015 2:20 pm

I agree with making healing repair armour, it makes sense as a game mechanic. Also, it means that people wearing leather/fur can actually have their armour repaired without it being really inefficient.

I'm not bothered about removing ranged healing. I personally never use it, but I know other healers do. If it is removed and an even better life specialist perk is put in place, then great! I'm not a fan of healing being a slow process, personally.

Life specialists are always more efficient with heal 3s than heal 1s or heal 5s (don't know the costs for the others), and I have mixed feelings about this. It means that a healer can quickly become useful by picking us a decent healing spell at a cheap cost very early on, BUT it means that circles of life magic beyond circle 2 become less useful. Yes, you get holy smite and a few other good things, but in my experience I have very rarely used any life magic that wasn't heal or hope. Although this may just be me. Making healing cost more so that heal 5 actually becomes efficient seems fair, but if there are characters who know life but are specialist in something else they will find healing horribly expensive (I don't know how common that is, or if virtually everyone who picks life specs into it).
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Re: Healing Discussion

Postby Ben » Mon Jun 01, 2015 2:55 pm

Is that just casting heal 3 3 or 7 times?

Doesn't feel like a benefit


It's not (and wouldn't be the specialist perk) it would just mean that instead of "By the power of life Heal 3, By the power of life Heal 3, By the power of life Heal 3, By the power of life Heal 3, By the power of life Heal 3" it would give healers the option to be a bit more verbose "By the power of the fountain of life and the blessing of Lenamo I call forth the power of the jewel to bring this one back from the brink of the Hope Wastes, may bone be knitted, flesh restored Heal 15" yet use the same amount of essence (in this case 5)
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Re: Healing Discussion

Postby Luke » Mon Jun 01, 2015 3:05 pm

Can't they just do this anyway? I haven't played a healer in a while... I wouldn't object to players doing this. No need to change the rules.

My 10 cents:

I agree with the first post (because we talked about it)
I don't like healing taking time to kick in.
I think this is a great change, I would now love to play a life mage.
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Re: Healing Discussion

Postby Ben » Mon Jun 01, 2015 3:18 pm

Can't they just do this anyway? I haven't played a healer in a while... I wouldn't object to players doing this. No need to change the rules.


It would be against the rules...by adding this as an aside somewhere in the rulebook it would tell people it's fine to do and would make healing while being efficient cooler.

I don't like healing taking time to kick in.


Fair enough, to be honest it's a bit complicated anyway.
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Re: Healing Discussion

Postby Luke » Tue Jun 02, 2015 12:43 am

Just a thought.

Slow Healing/Haven is a thing. Instead of changing the healing mechanic that exists could we add/alter some slow healing stuff. For a start, it's all high end life magic and it's rarely better than casting 'Heal/Hope 3' x 6 (in the case of Slow Healing - a rank 6 spell).

How's about:

1) Moving slow healing down a circle or two
2) Reducing it's cost to be more useful
3) Include a chanting/constant verbal while using slow healing (meaning you have to choose the right moment to cast it)
4) Let it heal multiple targets (rarely is someone injured enough to make it useful)

I know that Slow Healing has a great use in that when someone is -7 to all locations, and on -7 soul it's a very efficient spell, but it might be nice to have a little more downtime essence healing.

It's just a thought and not one I have really developed. As it stands I think these (suggested) changes (by Ben) really REALLY improve healing. I wouldn't be opposed to increasing each Heal/Hope's cost by 1 point. (It makes it a little bit cooler imo, as gaining the spell heal 5/10 is only really relevant for non life specialists at the moment.)
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Re: Healing Discussion

Postby Stevie » Tue Jun 02, 2015 10:57 am

I have no qualms about removing ranged healing. Personally I don't like it, I like to be tended to and touched (wheeeey) when someone is trying make me feel better from the imaginary wound that just sliced me open and sent me crashing to the ground. I like to keep the rule of "if I can do it, I can do it" in my mind most of the time when Larping, it reminds me that if I can actually do something, it's better than imagining doing something (climbing a tree vs climb skill / hiding in a bush vs casting camouflage / lifting someone vs using "strength"). The less strain I put on my imaginiation, the more immersed I feel. I feel ranged healing detracts from that - so that is why I don't like it. Again, this is a personal view.

With the healing efficiency, I like the sense in it - How do we feel about it and spell-holding? (I guess separately, how do we feel about spell-holding as it's one of those things I [and others] do that isn't in the rules - cheating, basically)

Spell holding - explaination: sometimes I will fully cast a spell and have it held [i.e continue casting or chanting] because a particular enemy has gone out of line of sight or because I'm waiting for something to kick off.

Would we be happy with people pre-casting big heals for fights?

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Re: Healing Discussion

Postby Hatsuo1980 » Tue Jun 02, 2015 11:29 am

Stevie wrote:Spell holding - explaination: sometimes I will fully cast a spell and have it held [i.e continue casting or chanting] because a particular enemy has gone out of line of sight or because I'm waiting for something to kick off.

Would we be happy with people pre-casting big heals for fights?


I've never had a problem with this. I've always felt that the casting times of a spell are the minimum time it can take. So if you want to chant until you are ready to cast, so be it.
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