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DFRPG / Re: Healing in DFRPG
« on: June 08, 2012, 04:23:57 PM »5) If the spell ends prematurely (due to a dispel, for example), then the the character's consequences revert to whatever they would have been if normal healing had occurred.
For example, a character takes a mild, moderate, and serious consequence. A Sidhe generously casts a spell to grant him Supernatural Recovery ... for a consideration to be determined later.
Normal healing would have resulted in the mild disappearing after one full scene (about an hour), the moderate disappearing about a full session (a few days), and the serious drops off after a full scenario (about a month). Supernatural Recovery would result in the mild disappearing immediately and the moderate disappearing before the next scene (15 minutes?), with the serious lasting merely a full scene (about an hour). The Fae needs to cast the spell to last the full month, and the healed character gains the benefits of that healing as if he had the Recovery power. However, if an ebil Sorcerer detects the spell and dispels it during the next session (or a week later), then the player gets the serious consequence back (with a session or a week credited toward recovery). The mild and moderate stay healed, since they would have healed by then anyway.
This is a bit weird. Are you suggesting that for the next game month we have to keep track of invisible consequences (I.E. they exist, but are not filling the slot, nor usable in any way)? And the wounds spontaneously reopen if the spell is dispelled? I like the idea of including the duration of the consequence in the shifts of the spell, but it seems bizarre to me to have the healing suddenly revert.
As for the first question:
2) Allow limited healing along the lines of allowing a wound to be reduced by one level (per the Reiki Healing spell on YS300 which contradicts what is stated on YS284).
I have actually done this before (using sponsored evothaum no less) in a previous campaign. It seemed to work fine, but I'm not really sure as the game fell apart within a few sessions.
4) Allow healing by way of thaumaturgy-generated 'borrowing' of a Recovery power (per the temporary power rules).
I like this idea, though I have no clue what impact it might have on the game at large.