Post by zak on Aug 8, 2015 11:04:06 GMT -8
Natural Healing: 1 Hp per 2 days
Regenerative Serum: 1 Hp per Scene, Max 3/day
Fleshmelding: 1 Hp per 3 Magic Ranks of Caster, costs 3 posts, reduces targets Str and Ref to 1, requires Min 3 Magic
Cure Wounds: 1/2/3 HP per Casting, costs 3 mana, 2 posts, requires Min 3 Magic, -2 to targets trait rolls until good nights rest
Collegiate of Healing: Healing magics cost 1 less Mana
Infirmary Elder: +1 Hp to patients nonmagical recovery. Healing magics cast within the infirmary cost 1 less Mana. Max 3 patients at once.
Joe Schmoe the Human (5hp) was knocked unconscious in a Lumberjackery incident, leaving him at 0 Hp. After two days of rest, he regains 1 Hp. He rests and recovers at home, unaided, which takes him 8 more days for a full recovery (10 days total).
Janet the Seamstress (Human, 5hp) was attacked in the night, robbed of her vaulables, and left for dead (unconscious, 0 hp). Oswald the Alchemist takes her in and treats her with his medicinal concoctions (Regenerative Serum). Oswald spends 15 Silver worth of materials, which were gathered over the course of three days, to create three doses of Regenerative Serum. If these potions were prepared ahead of time, Over the course of a day Janet is given these three doses which restore 1 hp each (Day 1, 3hp). After the second day, Janet heals naturally and Oswald gathers 5 Silver worth of alchemy matirials. These materials are crafted into another Regenerative Serum, which Janet is given (Day 2, 5hp). (2 Days, 20silver & four days worth of alchemy components/gathering. 3 potions one day, natural healing and 1 potion second day).
Boisen the Boy Bandit (Human, 5hp) is injured badly in his attempt to escape the guards (unconscious, 0 hp). His sister, Gursen the Girl Bandit, spends his ill-gotten-gains to pay off some crooked blood mages to heal his brother. Over the course of a day, the blood mages spend time and effort treating Boisen. Depending on the skill of the blood mages, this can take longer or shorter amounts of time. (Rank 3 magic: 1 hp / casting | 6 magic: 2 hp | 9 magic: 3 hp). In one day, Boisen can be left horribly scarred and weakened, but healed completely. (1 Day, 6 posts of Rank 9 Magic Fleshmelding)
Brother Patrick (Human, 5hp) falls off of his ladder and nearly breaks a leg (unconscious, 0 hp). He is found by Sister Tabitha and brought in for magical healing by their most senior cleric. The Most Senior Cleric casts his healing magics and tells Brother Patrick he should get a good nights sleep. Otherwise, Brother Patrick is healed completely. (1 Day, 4 posts of Rank 10 Magic Cure Wounds, 6 Mana spent). If Brother Patrick were of the Collegiate of Healing, his spell would have only cost him 4 Mana. This would have been 2 separate casting, each one requiring 3 mana, which instead is reduced to 2 mana.
Village idiot Dominic Gracy (Human, 5hp) fell down the well and was recovered by Infirmary healers (unconscious, 0 hp). They treat him in the infirmary under the care of the Infirmary elder. No magics were used in his treatment. After four days, Dominic is released from Infirmary care and instructed to take the next two days easy. (6 days. 2 hp healed per two days under Infirmary Elder care, 1 hp healed at home after 2 more days).
Lets put it together!
Sir Frederick of the Village Guard (Human, 5hp) took quite a beating fending off some bandits in the night (unconscious, 0hp). One of the bandits does not wish the death of a guard on his conscience, so as a Blood Mage he offers rapid healing to at least stabilize the guard. (Fleshmelding, 1hp). Frederick's good friend Oswald the Alchemist takes him to the infirmary, where Brother Patrick has recently become an Infirmary Elder with training in Healing Magics under the Collegiate of Healing. Brother Patrick applies his healing magics once to Sir Frederick with no strain to himself (Cure Wounds, Rank 10 Magic, Collegiate of Healing & Infirmary Elder - 3hp, 1 Mana. 2 posts). By this time, Oswald has finished gathering 5 silvers worth of Alchemy components during this one day, and administers a Regenerative Serum to his friend Frederick (Regenerative Serum, 5silver & 1 day of gathering, 1 hp). By now, Frederick is fully healed. (1 Day, Rank 3 Fleshmelding, Regenerative Serum, Rank 10 Collegiate of Healing & Infirmary Elder Cure Wounds)
So there's a full run down of nonmagical, magical, and alchemical healing that can be acquired and used by players, as well as all modifiers. Each of them has their benefits and downsides. The reduction of traits has been ignored for the most part, with a focus on how quickly one can be healed using the various methods. Some of the above scenarios use repeated applications of Potions, or casting of spells by the same individual. While there is a limit on the number of potions that can be consumed per day and per scene, there does not appear to be a limit on the number of spellcastings that can be done by a person or two a person in a single day outside of Mana usage.
By using magic, a person can be completely healed in 1 day if the spell is cast repeatedly.
Fleshmelding requires no mana cost, but it certainly prevents the person being healed from having any combat effectiveness for a day. A rank 9 Fleshmelder can heal a human with 2 castings, and a total of 6 posts.
Cure Wounds has a mana cost of 3, and gives a penalty on all trait rolls for a day, also reducing effectiveness at jut about everything. A rank 10 Mage can heal a human with 2 casting, and a total of 4 posts and 6 mana spent. A collegiate of Healing caster or an Infirmary elder can reduce this to 2 mana per casting. Being both, or being a Collegiate of Healing caster casting in the infirmary under the care of an Infirmary elder can reduce this to 1 mana per casting.
An Alchemist can spend time and money (1 day per 5 silvers worth of components for one potion) to create Regenerative Elixers. Someone can imbibe a potion once per scene, three times per day, to recover up to 3 hp in one day.
Now, the chances of getting the Maximum amount of care in a single scene is low unless you have plenty of good friends in high places (Rank 10 mage in the collegiate of healing, Infirmary Elder, Alchemist who can create rank 1 potions, and a Fleshmelder), but any and all methods of healing can do a little or a lot.
This is as much of an analysis of healing methods as it is an actual suggestion:
The First suggestion is to to increase the effectiveness of natural healing.
Increasing the Natural Rate of healing to 2 hp per 2 days reduces the number of days a human has to rest to 6. Note, this is NOT 1 hp per day. Two days must pass before healing 2 hp. This makes it almost as effective as receiving healing from a spellcaster of a moderate rank, without being better. It also still encourages healing RP with infirmary healers or spellcasters while reducing the amount of time a character is removed from their typical RP.
The Second suggestions is to increase the effectiveness of the Regenerative Serum, at the cost of imposing a different Drawback to the potions use.
Increase the amount of HP healed by the Regenerative Serum to 2, but change the drawback to being that someone can only imbibe one Regenerative Serum a day. If they attempt to imbibe more than one Regenerative Serum in the day, even if it is a new scene, causes the potions to cancel themselves out and instead REDUCE hit points by 2, as per the standard potions-per-day rules. This prevents players from hoarding healing potions to use all day every day, as well as continues to encourage rp with infirmary healers and other magical healers. This is also a reasonable alternate to Natural Healing, allowing someone who spends time/money/resources on acquiring, purchasing, or making these healing potions to allow the healing of 2hp per day. In 2 days, someone using ONLY potions and natural healing would be at full health, while the best case scenario for magical healing also take 1 or 2 days.
The Third suggestion builds off of the Second Suggestion. Instead of just increasing the effectiveness of the Regenerative Serum, make it so that the Serum can be crafted at all 3 ranks of Alchemy.
Rank 1 costs 5 silver in components and heals 1 hp, Limit 1/day, 1 days worth of gathering. Rank 2 costs 10 silver in components and heals 3 hp, Limit 1/day, 1 days worth of gathering. Rank 3 costs 10 silver in components and heals 3 hp, Limit 1/day, 3 days worth of gathering.
Regenerative Serum: 1 Hp per Scene, Max 3/day
Fleshmelding: 1 Hp per 3 Magic Ranks of Caster, costs 3 posts, reduces targets Str and Ref to 1, requires Min 3 Magic
Cure Wounds: 1/2/3 HP per Casting, costs 3 mana, 2 posts, requires Min 3 Magic, -2 to targets trait rolls until good nights rest
Collegiate of Healing: Healing magics cost 1 less Mana
Infirmary Elder: +1 Hp to patients nonmagical recovery. Healing magics cast within the infirmary cost 1 less Mana. Max 3 patients at once.
Joe Schmoe the Human (5hp) was knocked unconscious in a Lumberjackery incident, leaving him at 0 Hp. After two days of rest, he regains 1 Hp. He rests and recovers at home, unaided, which takes him 8 more days for a full recovery (10 days total).
Janet the Seamstress (Human, 5hp) was attacked in the night, robbed of her vaulables, and left for dead (unconscious, 0 hp). Oswald the Alchemist takes her in and treats her with his medicinal concoctions (Regenerative Serum). Oswald spends 15 Silver worth of materials, which were gathered over the course of three days, to create three doses of Regenerative Serum. If these potions were prepared ahead of time, Over the course of a day Janet is given these three doses which restore 1 hp each (Day 1, 3hp). After the second day, Janet heals naturally and Oswald gathers 5 Silver worth of alchemy matirials. These materials are crafted into another Regenerative Serum, which Janet is given (Day 2, 5hp). (2 Days, 20silver & four days worth of alchemy components/gathering. 3 potions one day, natural healing and 1 potion second day).
Boisen the Boy Bandit (Human, 5hp) is injured badly in his attempt to escape the guards (unconscious, 0 hp). His sister, Gursen the Girl Bandit, spends his ill-gotten-gains to pay off some crooked blood mages to heal his brother. Over the course of a day, the blood mages spend time and effort treating Boisen. Depending on the skill of the blood mages, this can take longer or shorter amounts of time. (Rank 3 magic: 1 hp / casting | 6 magic: 2 hp | 9 magic: 3 hp). In one day, Boisen can be left horribly scarred and weakened, but healed completely. (1 Day, 6 posts of Rank 9 Magic Fleshmelding)
Brother Patrick (Human, 5hp) falls off of his ladder and nearly breaks a leg (unconscious, 0 hp). He is found by Sister Tabitha and brought in for magical healing by their most senior cleric. The Most Senior Cleric casts his healing magics and tells Brother Patrick he should get a good nights sleep. Otherwise, Brother Patrick is healed completely. (1 Day, 4 posts of Rank 10 Magic Cure Wounds, 6 Mana spent). If Brother Patrick were of the Collegiate of Healing, his spell would have only cost him 4 Mana. This would have been 2 separate casting, each one requiring 3 mana, which instead is reduced to 2 mana.
Village idiot Dominic Gracy (Human, 5hp) fell down the well and was recovered by Infirmary healers (unconscious, 0 hp). They treat him in the infirmary under the care of the Infirmary elder. No magics were used in his treatment. After four days, Dominic is released from Infirmary care and instructed to take the next two days easy. (6 days. 2 hp healed per two days under Infirmary Elder care, 1 hp healed at home after 2 more days).
Lets put it together!
Sir Frederick of the Village Guard (Human, 5hp) took quite a beating fending off some bandits in the night (unconscious, 0hp). One of the bandits does not wish the death of a guard on his conscience, so as a Blood Mage he offers rapid healing to at least stabilize the guard. (Fleshmelding, 1hp). Frederick's good friend Oswald the Alchemist takes him to the infirmary, where Brother Patrick has recently become an Infirmary Elder with training in Healing Magics under the Collegiate of Healing. Brother Patrick applies his healing magics once to Sir Frederick with no strain to himself (Cure Wounds, Rank 10 Magic, Collegiate of Healing & Infirmary Elder - 3hp, 1 Mana. 2 posts). By this time, Oswald has finished gathering 5 silvers worth of Alchemy components during this one day, and administers a Regenerative Serum to his friend Frederick (Regenerative Serum, 5silver & 1 day of gathering, 1 hp). By now, Frederick is fully healed. (1 Day, Rank 3 Fleshmelding, Regenerative Serum, Rank 10 Collegiate of Healing & Infirmary Elder Cure Wounds)
So there's a full run down of nonmagical, magical, and alchemical healing that can be acquired and used by players, as well as all modifiers. Each of them has their benefits and downsides. The reduction of traits has been ignored for the most part, with a focus on how quickly one can be healed using the various methods. Some of the above scenarios use repeated applications of Potions, or casting of spells by the same individual. While there is a limit on the number of potions that can be consumed per day and per scene, there does not appear to be a limit on the number of spellcastings that can be done by a person or two a person in a single day outside of Mana usage.
By using magic, a person can be completely healed in 1 day if the spell is cast repeatedly.
Fleshmelding requires no mana cost, but it certainly prevents the person being healed from having any combat effectiveness for a day. A rank 9 Fleshmelder can heal a human with 2 castings, and a total of 6 posts.
Cure Wounds has a mana cost of 3, and gives a penalty on all trait rolls for a day, also reducing effectiveness at jut about everything. A rank 10 Mage can heal a human with 2 casting, and a total of 4 posts and 6 mana spent. A collegiate of Healing caster or an Infirmary elder can reduce this to 2 mana per casting. Being both, or being a Collegiate of Healing caster casting in the infirmary under the care of an Infirmary elder can reduce this to 1 mana per casting.
An Alchemist can spend time and money (1 day per 5 silvers worth of components for one potion) to create Regenerative Elixers. Someone can imbibe a potion once per scene, three times per day, to recover up to 3 hp in one day.
Now, the chances of getting the Maximum amount of care in a single scene is low unless you have plenty of good friends in high places (Rank 10 mage in the collegiate of healing, Infirmary Elder, Alchemist who can create rank 1 potions, and a Fleshmelder), but any and all methods of healing can do a little or a lot.
This is as much of an analysis of healing methods as it is an actual suggestion:
The First suggestion is to to increase the effectiveness of natural healing.
Increasing the Natural Rate of healing to 2 hp per 2 days reduces the number of days a human has to rest to 6. Note, this is NOT 1 hp per day. Two days must pass before healing 2 hp. This makes it almost as effective as receiving healing from a spellcaster of a moderate rank, without being better. It also still encourages healing RP with infirmary healers or spellcasters while reducing the amount of time a character is removed from their typical RP.
The Second suggestions is to increase the effectiveness of the Regenerative Serum, at the cost of imposing a different Drawback to the potions use.
Increase the amount of HP healed by the Regenerative Serum to 2, but change the drawback to being that someone can only imbibe one Regenerative Serum a day. If they attempt to imbibe more than one Regenerative Serum in the day, even if it is a new scene, causes the potions to cancel themselves out and instead REDUCE hit points by 2, as per the standard potions-per-day rules. This prevents players from hoarding healing potions to use all day every day, as well as continues to encourage rp with infirmary healers and other magical healers. This is also a reasonable alternate to Natural Healing, allowing someone who spends time/money/resources on acquiring, purchasing, or making these healing potions to allow the healing of 2hp per day. In 2 days, someone using ONLY potions and natural healing would be at full health, while the best case scenario for magical healing also take 1 or 2 days.
The Third suggestion builds off of the Second Suggestion. Instead of just increasing the effectiveness of the Regenerative Serum, make it so that the Serum can be crafted at all 3 ranks of Alchemy.
Rank 1 costs 5 silver in components and heals 1 hp, Limit 1/day, 1 days worth of gathering. Rank 2 costs 10 silver in components and heals 3 hp, Limit 1/day, 1 days worth of gathering. Rank 3 costs 10 silver in components and heals 3 hp, Limit 1/day, 3 days worth of gathering.