Healing Table

Alex Koponen akoponen at MOSQUITONET.COM
Sat Jan 31 22:06:29 CET 2004


Gathering a bunch of my posts in Re: Spells (was: god legends) together
under a more appropriate heading.
Scott:
Healing -  It gets hard to truly heal folks in long campaigns.  Sometimes I
just miss AD&D where bam your fully healed.  Now on the other hand this
makes character think twice on their action rather than charging into
everything knowing they will be fully healed so in that regard its good.
...
Alex:
Actually I like the variability presently in the system. There are some
harder spells (Healing Light and Regeneration) that will more fully heal
people and Healing combined with prior use of a decent EL in healing skill
can heal a LOT of points even with an EL0 Healing spell, see Rule 1.343.
[EL13 healer gives a +5 to the amount healed IF the Healing Chance is
rolled.]
  I also like that character should think twice before doing things that
may take awhile to be healed.
...
Scott:
I also like the fact that healing takes a bit of time.  While not as
critical in a long-term campaign, on a short term (1-2 day) mission the fact
that you can't go "bam! you're healed" makes the characters have to watch
what they do instead of just running in like meat shields, confident that
they can be tapped up before the next battle.
...
Alex:
I was in a hurry, so let me expand the example.
  Presume a fairly normal PC, St20 and C33, giving a StB+1 and HC27%.
The character is badly hurt and needs healing.

  A Healing spell will heal 1D6+StB+EL and courtesy of Rule 1.343 will also
give a bonus Healing Chance roll with whatever bonuses medicine and magic
have applied. A simple EL0 Healing spell in this case will heal 1D6+1
points and cause the bonus Healing Chance roll to be 32%. If made this
would be another 2-4 points healed. Total average of 5.46 points healed.

  The trained healer gets to give their skill bonus PLUS the bandage bonus
PLUS the herb bonus to the HC (Healing Chance). If the healer
without a healing kit (or it ran out of supplies) then the healer only
gives half (RD) their skill bonus to the HC. The Healer also grants a StB
of EL/3 (RU) to the next HC roll.

  Let us first have a Healer use the Healing skill including the bandaging
(+5%) and herb (+10% if using Cinquefoil) HC modifiers. Other herbs may
change the modifier.
EL0 Healing spell plus EL1 Healer averages 6.46.
EL0 Healing spell plus EL7 Healer averages 8.16.
EL0 Healing spell plus EL13 Healer averages 10.34.
Increasing the EL of the Healing spell similarly enhances the StB and
Healing Chance.

To take an extreme example EL13 healing skill followed by a EL9 Healing
spell should average (starting with a base StB+1 and HC27%) 13.5 direct
healing and (HC27+26+50=automatically makes the roll) 11 on the Healing
Chance healing for a total of (21-28) 24.5 points healed on average.

  Also courtesy of Rule 1.343 magical healing allows TWO HC rolls per day.
So for maximum healing without risking 'death by healing' one can have one
magical healing plus one bonus HC roll (w/o risk of infection) plus the
normal HC roll. Healing skill, bandages and herbs can add to the HC% on
both HC rolls. Magical bonuses apply to the bonus HC roll.

...
Comments on the Healing Table in
http://abroere.xs4all.nl/pnp/C_simphealing.htm

     HC
StB 10% 15% 20% 25% 30% 35% 40% 45% 50% 55% 60% 65% 70% 75% 80% 85%
-1   1   1   1   2   2   2   3   3   4   4   4   5   5   5   6   6
 0   1   2   3   4   4   5   6   6   7   8   8   9  10  11  11  12
+1   2   3   4   5   6   7   8   9  11  12  13  14  15  16  17  18
+2   3   4   6   7   8  10  11  13  14  15  17  18  20  21  22  24
+3   4   5   7   9  11  12  14  16  18  19  21  23  25  26  28  30
+4   4   6   8  11  13  15  17  19  21  23  25  27  29  32  34  36
+5   5   7  10  12  15  17  20  22  25  27  29  32  34  37  39  42
+6   6   8  11  14  17  20  22  25  28  31  34  36  39  42  45  48
+/-  0   1   1   1   2   2   2   3   3   3   4   4   4   5   5   6

The numbers above represent the number of AHP healed up during a week.

Comments:
(I did not check the numbers in the table though they look good)
Bandaging is 5% by itself so moves it one column to the right.
Given the materials, anyone should be able to bandage (though Healers do it
better).
Applying Herbs (Cinquefoil) is 10% so moves it two columns to the right.
Other herbs might be more powerful or have other features.
An Herbalist could apply herbs (beware experimental or unknown herbs).
Any Healer would use both bandaging and herbs if available.

  Due to the StB they provide, Healers should move the number of AHP healed
one row down at EL1-3; two rows down at EL4-6; three rows down at EL7-9;
four rows down at EL10-12; five rows down at EL13-16; etc.
  Healers add ELx2 to the character's HC. Total the Character's HC +
Bandage bonus (+5%) + Herb bonus (+10%) + Healer skill bonus (2xEL) to get
the total HC column to use.

Note that the Infection Chance is 10%-StB per day minus CB per day,
additive that the Character failed to heal.



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