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Topics - Lukas the Dead

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DFRPG / Creating a Baseline for Healing Magics
« on: September 13, 2010, 09:23:34 PM »
My favorite rule bender has elected to take up healing, which means I need to come up with some baseline numbers and rulings I can whip up at a moments notice.

The DFRPG rules are kind of brief when it comes to healing magic, mostly cause it doesn't really come up that often in the books. So, as the potion making wizard of the group is looking to become the group healer, I've attempted to come up with some guidelines and baselines for what is possible.


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Brain Dump Starts
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Minor Consequence are easily heal-able by anyone with magical skills, they go away quickly on their own anyway. . .you might just want to get a bottle of aspirin.

Moderate consequence requires a little more, a shaman or faith healer or herb gatherer or someone with basic first aid knowledge. Still within reach of most practitioners, but only if their willing to put a little effort into it. This is where Reiki healing falls.

With medical training someone can use biomancy could *start* the healing process on a serious consequence, but downgrading such damage is beyond even the best healers we've seen in the Dresden Files. EMT or Nurse or Medic training at the very least.

Extreme Consequences are a plot device. While biomancy could be part of the recovery process and physical therapy, it's a long road to heal the effects of such damage. A full MD is required to even start aiding in this level of damage. We are also talking about treating cancers or crippling illness/injuries or anything that requires a regiment of treatments . . . Wizard MDs do enjoy greater success in some areas, but mostly because they can be less invasive (Issues such as infection and complications tend occur less with magical treatment). At this point, treatment has moved into the realm of transformation. . .and that should just start to give one an idea of the difficulty involved.

To answer a question about what I see this costing, here are the numbers I have roughly in mind.

Transformation Complexity + Consequence Cost

Serious and above, downgrading is not possible.

2 + 2 = 4  Base to start a mild consequence healing (Yes, even mild consequence need a justification to start healing. Reduced transformation cost)

4 + 2 = 6 (Base Mild Consequence Removal)
2 + 4 = 6 (Base Moderate Physical Starts Healing. Reduced transformation cost)

(2 + 4) + 4 = 10 (Base to Reduce Moderate to Mild)

(4 + 2 + 4) + (2 + 4) = 16 (Base Moderate Removal, if allowed. I likely won't)
(2 + 4 + 6) + 6 = 18 (Base to Start Serious Healing, no more reduced cost)

(2 + 4 + 6 + 8) + 8 = 28 (Base preform a single treatment on the effects of an Extreme)

All of these are rough base values, additional complications (for example, needing to remove a projectile, cleansing a wound of toxins, infection,dirt,etc) can increase the cost. A wound that has been magically treated cannot receive additional magical treatment without reasonable time passing in-between treatments.

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I'd love feedback and suggestions. Thanks much.

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DFRPG / Hitting with Potion grenades
« on: September 07, 2010, 04:46:13 PM »
One of the players in my game is playing a heavy Thaumaturgy crafting character, and one of the tricks he would like to whip out fairly often is a plant bomb "potion" for entangling people. I was happy to see this discussion about potion grenades but it didn't answer the question that has come up.

I'm of the opinion that it's a thrown weapon, but the character's player wants to treat this like an evocation and use discipline to hit. We are all still getting comfortable with the rules so I'd like to get some input on the To Hit roll for this item.

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