The Fantasy Trip is a pretty lethal game. Healing is not as easy as taking a nap and waking up, refreshed from horrendous wounds. Without magical aid of some sort, wizards can restore from the fatigue of casting spells at 1 point for 15 minutes of resting. Physical wounds heal at one point every 2 days!
There is the physicker who can heal 2 points after the battle, and the master physicker who can heal 3 points. This assumes they are carrying around their medical kits, but that is a safe assumption!
There are healing potions that heal 1 point of damage. I have my version for my group that consists of a d4 in a little bottle I found, the "big boy" healing potion that heals 1-4 points. I like to watch them shake the bottle and roll out the die.
A lot of RPGs have your cleric, with the laying on of hands. The Fantasy Trip has no classes other than fighter and magic user, and all those do is adjust how much skills or spells cost to learn. There is no laying on of hands as per the paladins in DnD. I have to say that I do like the simplicity of the rules a great deal.
Working with a friend of mine to translate his priest into the Fantasy Trip. And while we can play around with the stats, skills, spells, weapons and armor, we wanted to have a way to lay on hands for healing.
I found this home rule at this site (inthelabyrinth.org) and tweaked it a bit.
Laying on of Hands Healing (IQ 12) will heal up to 4 points of damage for a cost of 3 ST from the user. However, as this is a blessing from your deity of choice, we're using a variation of the to hit rolls:
- roll 5 and it only costs 2 ST
- roll 4 and it only costs 1 ST
- roll 3 and there is no cost to the cleric
- roll 5 and it only costs 2 ST per 2 ST healed
- roll 4 and it only costs 1 ST per 2 ST healed
- roll 3 and there is no cost to the priest
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