Old Topic, Re-Hash

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serleran
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Re: Old Topic, Re-Hash

Post by serleran »

Actually, for the majority of my games, 0 HP = death, with 1 round of "saving" allowed. This is true of critters as well, except for those which break the rule or can regenerate.

And, no, I don't use spontaneous healing... directly. Clerics get their spells from their deity and, upon casting, a spell might change to another but this would only be true of those recipients in need, and only if of the same faith. At least, the more powerful spells, that is, levels 0 - 2 come from a prayerbook sort of like a little bible and the caster can read those to perform the 'miracle.'

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Lobo316
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Re: Old Topic, Re-Hash

Post by Lobo316 »

koralas wrote:I like the "stop at 0" approach, as others have said, this is a dangerous profession, and there are reasons there aren't billions of level 2+ characters roaming the world...

The reasons for me are many and varied, but really it all boils down to where you consider a character to be down and out at...

For me 0hp is unconscious, negative hp means you are on deaths door... down and bleeding out, you heart quite possibly has already stopped or is at least fluttering close to a full stoppage. The first thing you have to do is that emergency triage, check the wounds, staunch the worst of them with bandages, tourniquets, or spells, make sure the heart is going and the character is breathing, basically everything a medic does. Then after you bring the PC back from the brink of death, you can begin the healing...
So, with that in mind Korala, do you allow 0 level spells to get the dieing character to 0, or just the CLW?

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Lobo316
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Re: Old Topic, Re-Hash

Post by Lobo316 »

Arduin wrote:
Lobo316 wrote:
Arduin wrote:I follow the rule unless the magic healing is a Cure Serious Wounds or better. Then, it heals the stated # of h.p.
What level is Cure Serious Wounds? 3rd? I like that rule as well.

Another friend of mine suggested 0 level healings bring you to 0. Maybe using both of those rules together could be doable as well.
Yes, it's 3dr level. I neglected the other part use. ANY lower level magic healing pops you back to 0 h.p.
Well Arduin, after tossing around all the feedback on here, looks like were are going to give this a try and see how it affects the flow of the game.

Any lower level magic (0 and 1st) pops you to 0 (no roll required, just go to 0), then heal normal from there. 3rd level (CSW) or higher ignores the stop at 0 rule (heal what you roll).

We'll see how it works, thanks all for the feedback!

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Arduin
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Re: Old Topic, Re-Hash

Post by Arduin »

Lobo316 wrote: Well Arduin, after tossing around all the feedback on here, looks like were are going to give this a try and see how it affects the flow of the game.

Any lower level magic (0 and 1st) pops you to 0 (no roll required, just go to 0), then heal normal from there. 3rd level (CSW) or higher ignores the stop at 0 rule (heal what you roll).

We'll see how it works, thanks all for the feedback!

Let us know how it works out. The more info from broadest sources the better.
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Lobo316
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Re: Old Topic, Re-Hash

Post by Lobo316 »

Arduin wrote:
Lobo316 wrote: Well Arduin, after tossing around all the feedback on here, looks like were are going to give this a try and see how it affects the flow of the game.

Any lower level magic (0 and 1st) pops you to 0 (no roll required, just go to 0), then heal normal from there. 3rd level (CSW) or higher ignores the stop at 0 rule (heal what you roll).

We'll see how it works, thanks all for the feedback!

Let us know how it works out. The more info from broadest sources the better.
Will do. I think what I really like about this is that it makes that 0 level spell have some real, mechanical, impact. Sure it's great for stopping lose of hit points, but from what I understand, you don't need a spell for that, just spend a round adminstering aid. Using this method gives that 0 level first aid a much more functional use.

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