We don't need no stinking clerics ... sort of ...

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anglefish
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We don't need no stinking clerics ... sort of ...

Post by anglefish »

Long story short, none of my players want to play a cleric ... and in addition to that the PC player the druid gets irked when he has to heal compared to more "effective" spells.

I'm also tired of having a cleric NPC follow them around.

Rather than force them to draw a short straw and play a class that doesn't interest them or have them buy multiple potions and healing rods (which sort of breaks the low-magic feel of my game), I'd like to tweak healing in some way.

My first inclination is the old Vitality/Wounds system, i.e. Hit Point are stunning damage that heals within hours, but critcals take out your real hit points (which is equal to Constituion). But a player is afraid that one good solid crit will turn mages into wall paper.

I'm opening the floor to suggestions.

As an aside, here is my player line up with comments.

*Dwarven Druid (The game setting has dwarfs on moutains, not in them.) never far from an aggressive animal companion.

*Half Orc Monk (who won't enter combat until his AC is buffed to 22 by spells)

* Human Wizard

* Elven Thief (this is the guy who goes out on a limb and nearly dies for the group in big boss battle)

* and soon to join will be a Human Fighter

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Post by Rigon »

Here's a little something I give to Rangers and Druids:

Ditch Medicine: The ranger is able to use his knowledge of herbs and plants to make effective poultices. The ranger is able to heal 1d6 hit points of damage per individual per day.

It allows a little bit of healing for the party.

R-
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Post by DangerDwarf »

I've tried a houserule like that in a previous campaign too Rigon. Works pretty darn good.

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Post by Rigon »

DangerDwarf wrote:
I've tried a houserule like that in a previous campaign too Rigon. Works pretty darn good.

I like it. I think the ranger in my game likes it too. I know the other PCs like it (it saved a few butts a time or three).

R-
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Re: We don't need no stinking clerics ... sort of ...

Post by ghostSmacker »

anglefish wrote:
My first inclination is the old Vitality/Wounds system, i.e. Hit Point are stunning damage that heals within hours, but critcals take out your real hit points (which is equal to Constituion). But a player is afraid that one good solid crit will turn mages into wall paper.

For 3.5 we used Monte Cooke's Health & Grace system from his Book of Experimental Might, which sounds similar, although nothing could hurt your hit points directly unless all of your fast healing 'grace' points were gone. It worked really well with a slow attrition of your 'real' hit points and we actually had a cleric who could do interesting things. Fights could quickly become dangerous too when everybody ran out of grace...

Maybe consider healing kits (bandages, poultices etc), which have just come up in another thread here. My game is low magic and cleric free too, so I'm making healing kits available here and there. They can be as rare, delicate, expensive, effective etc as you want them to be, giving you control over balancing issues and without breaking the low magic feel.

Another thing I use is based on something from the Conan RPG, the somewhat loose 'Flagon of Ale' rule: A good booze-up with fine foods and a comfy bed massively increases normal healing rates. It does nothing to help characters in the wilderness or in the middle of a dungeon but it keeps downtime short in the absence of rods of healing and churches with spell prices nailed to the door.

What system do you use for criticals? They usually hurt the players more anyway by virtue of the fact that the protagonists generally outnumber the party and so the GM is rolling to hit more often.

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Post by Lord Dynel »

The WP/VP system works pretty well, IMHO, and it's easy to port over into C&C (as it usually is).

You could go with a "healing check" ala the NWN games. When you apply a healing kit make a SIEGE check, or straight Wis check. A character is healed 1d6 + the margin of success of your check. Makes purchasing a healing kit necessary and the amount of healing will inrease as hit points increase, keeping consistant. YMMV.
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Post by Go0gleplex »

You guys are far too kind.

They don't want a cleric, they get to die by the cord load in my games. Or make frequent trips back to somewhere safe to rest and recover naturally...or pay out the horn for supporting the local theocratic system. *evil maniacal laughter*
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Post by DangerDwarf »

Depends on the setting.

Midnight (fargin' fantastic!) is a very low magic setting and the lack of clerics and rarity of magic in general made it very handy to have skills allowing minor HP recovery when I ran C&C there.

I like Dark Ages, low magic type settings. For them a cleric is not very likely to exist in the world. C&C operates on the assumption that a cleric will be available to the party. If the setting takes that out of the equation, then you need to offset that assumption with other abilities (albeit to a lesser degree).

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Post by Go0gleplex »

[quote="DangerDwarf"]Depends on the setting.

Midnight (fargin' fantastic!) is a very low magic setting and the lack of clerics and rarity of magic in general made it very handy to have skills allowing minor HP recovery when I ran C&C there.

I like Dark Ages, low magic type settings. For them a cleric is not very likely to exist in the world. C&C operates on the assumption that a cleric will be available to the party. If the setting takes that out of the equation, then you need to offset that assumption with other abilities (albeit to a lesser degree).[/quote]

hehehee...I don't remember any offsets when playing in the Pendragon universe. Dang wild boar about did me in first session and I spent the next two recouperating.
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Post by Taranthyll »

I've implemented two changes in my game that have worked out really well:

1) I've altered the rate at which characters heal naturally. Hit points are supposed to be a measure of a character's skill at avoiding attacks and their endurance. Since hit point loss reflects only fatigue, minor cuts, and bruises, it never made much sense to me that healing should occur so slowly. In my game a character's 1st level starting hit points represent real damage, and hit points in excess of that total represent skill and increased endurance and heal at a rate of 1 hit point per hour when resting in field conditions, and 1 hit point every ten minutes when resting at an inn with access to a mug of cold ale and a warm wench. Once a character's hit point total is reduced to below their 1st level starting total they have sustained injury and then heal at the 'by-the-book' rate until they are above their 1st level total again.

example: a 5th level fighter with 45 hit points originally had 10 hit points at first level. So long as the fighter's hit point total stays above 10, his damage is only fatigue and scratches and will heal quickly when he rests. When his hit point total drops below 10 he has sustained an injury and must heal at the normal rate until his hit points are above 10 again, at which time he begins healing at the accelerated rate.

2) I've removed healing spells from the Cleric's spell list and made healing a class ability. This means that the cleric no longer has to choose between healing spells and "fun" spells. This has made the cleric a lot more fun to play, since they are no longer relegated solely to the role of healer.

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Post by gideon_thorne »

Rigon wrote:
Here's a little something I give to Rangers and Druids:

Ditch Medicine: The ranger is able to use his knowledge of herbs and plants to make effective poultices. The ranger is able to heal 1d6 hit points of damage per individual per day.

It allows a little bit of healing for the party.

R-

I've used a system like that for ages. In 2e, there was a bit in the book on Rangers that had herbal medicine bundles. Basically, a kind of 1d8 healing spell one carried around, made from various natural remedies. No reason why the C&C ranger's herbal proficiency cant be extended in that direction. Or even the druids.
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Post by Lord Dynel »

Go0gleplex wrote:
You guys are far too kind.

They don't want a cleric, they get to die by the cord load in my games. Or make frequent trips back to somewhere safe to rest and recover naturally...or pay out the horn for supporting the local theocratic system. *evil maniacal laughter*

Heh. Well, my suggestion wasn't based on practice - if my group decided that no one wanted to play a cleric, or other healing class, they'd be sh!t outta luck. But I do offer a healing salve that heals 1d6 points of damage (can benefit from 3/day max), but I do that regardless of the presence of a cleric. Yeah, I'm a softie.
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Post by Deogolf »

Go0gleplex wrote:
You guys are far too kind.

They don't want a cleric, they get to die by the cord load in my games. Or make frequent trips back to somewhere safe to rest and recover naturally...or pay out the horn for supporting the local theocratic system. *evil maniacal laughter*

I'm with Google - no cleric, it's gonna hurt! I don't mind playing a cleric at all. He has some firepower and has some healing - pretty good combination if you ask me.
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Post by gideon_thorne »

Ok. Here's an approach that might work for some folks. And yes, I know its going to have subjective flaws. I've already considered quite a few myself.

Towit, a herbal healing expansion of the ranger and druid abilities with herbs. How it works is, with an attribute check, the character can duplicate the effects of various types of healing spells. The challenge level is that of the spellcasting level needed to duplicate the effect.

High and low rolls can range from a bonus to the effect on down to creating a deadly poison for bad rolls.
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Post by DangerDwarf »

I considered something along those lines but stalled before ever putting it into play but the CL was to be 4 for every die of healing. So 1d6 = CL 4

2d6 = CL 8, etc.

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Post by serleran »

I have removed the cleric before, replacing it with herbalist healers. Worked fine, and made more sense for that game.
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Post by gideon_thorne »

DangerDwarf wrote:
I considered something along those lines but stalled before ever putting it into play but the CL was to be 4 for every die of healing. So 1d6 = CL 4

2d6 = CL 8, etc.

Course, if you want to be really hard core, one could also treat the process like magic item creation and have an xp requirement from either the herbalist or the patient.

Total healing all for the cost of a whole mess of levels. Handy in a pinch?

Course, this could make for a fun adventure plot to stop a dark alchemist from draining lives to fuel such efforts.
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Post by DangerDwarf »

gideon_thorne wrote:
Course, this could make for a fun adventure plot to stop a dark alchemist from draining lives to fuel such efforts.

Hard core stoners swear by his Soul Weed.

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Post by Aladar »

There was an article in an old Dragon Magazine which had rules for the healing power of various herbs. If you could find it, that might help. I have it in a box somewhere.
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Post by serleran »

Here's mine, truncated from a much longer listing:
Herbs

Rangers, Druids, and all characters with alchemical knowledge can utilize herbs in the making of both mundane and magical substances such as poultices, salves, and ointments. The effectiveness of each of these creations is left to the CK, but it is suggested that the items created be considered as magic items, and follow the same rules. An Assassin or character trained in the making and use of poisons can create herbal poisons from those that are listed as having such qualities, following the same rules as potion creation. A character must learn a recipe to make any herbal concoction, but in this case, the normal limitation is ignored, allowing a character to know any number of herbal recipes. Note: a character does not gain any XP for the successful learning of an herbal recipe, or for the making an herbal concoction.

A sample listing of herbs and their properties follows:

Abcess Root: Cures Respiratory Disorders

Absinthe: Causes Convulsions/Epilepsy; Narcotic; Make Potion of Strength

Acacia: Cures Inflammation of Respiratory/Digestive/Urinary Systems; Cures Diarrhea/Dysentery; Nutrient

Acorn: Stimulates Tissue Growth

Adders Tongue: Removes Minor Curses

Adrue: Cures Nausea; Sedative

Agar-Agar Jelly: Anti-Inflammation; Nutrient

Agaric: Astringent; Purgative

Agrimony: Cures Blood Diseases

Almond: Causes Carelessness/Indiscretion

Amaranth (Lady Bleeding): Stops Hemorrhaging; Cures Diarrhea/Dysentery; Make Potion of Vitality

Anemone: Cures Eye Disorders

Angelica: Cures Lung Disorders/Vision Problems/ Hearing Problems/Spleen Problems; Grants Spell Resistance

Apricot: Causes Pleasure

Arbutus: Astringent; Cures Bladder Infections

Areca Nut: Astringent; Cures Tape Worms

Arenaria Rubra: Diuretic; Cures Urinary Diseases

Artemesia: Detect Spirits

Asarabaca: Emetic; Purgative

Ash: Grants Magic Resistance; Cures Constipation/Kidney Problems/Fever; Make Potion of Restoration; Laxative; Anti-

Inflammation

Asparagus: Cures Kidney Problems

Bael: Anti-Inflammation; Cures Ulcers

Balm: Cures Depression/Hysteria/Melancholy/Insomnia

Balmony: Builds Tissue; Cures Liver Problems/Tape Worms

Barberry: Cures Burns

Barley: Nutrient; Cures Hunger

Basil: Cures Nervous Disorders

Bay Leaf: Cures Digestive Disorders/Bruises/Skin Problems/Colds; Other Minor Abilities

Beet: Organ Cleanser

Benzoin: Expectorant; Stimulant; Antiseptic; Cures Wounds/Sores

Berberis: Cures Fevers

Bindweed: Eases Pain

Birthwort: Circulatory Stimulant

Blackberry Leaf: Cures Bleeding Gums

Black Birch Leaf: Cures Intestinal Worms

Black Currant: Diuretic; Antiseptic; Blood Purifier

Black Horehound: Stimulant; Cures Worms/Hemorrhaging

Black Willow Bark: Astringent; Antiseptic

Blue Mallow: Cures Coughs/Colds

Borate: Removes Fear

Box Leaf: Tonic; Blood Purifier

Bugle: Cures Gastrointestinal Disorders/Hemorrhaging

Butterbur: Cures Fever/Urinary Disorders

Byrony: Healing; Cures Paralysis/Bruises

Cabbage Juice: Used For Ulcer/Stomach Treatment

Castor Oil Bean: Cures Constipation/Stomach Cramps; Relieves Skin/Eye Problems; Make Potion of See Invisible/Potion of

Sight

Catnip: Stimulates Appetite; Cures Bronchitis/Diarrhea; Make Potion of Heroism

Cayenne Pepper: Cures Stomach Pains/Cramps

Celandine: Causes Charm

Chaulmoogra Oil: Cures Fever/Skin Eruptions; Sedative

Chicory: Causes Friendship

Chives: Cures Anemia/Colds/General Diseases

Cinquefoil: Increases Charisma

Clary: Aphrodisiac

Cloves: Cures Nausea

Coriander: Cures Disease/Rheumatism/Joint Pain; Tonic

Couchgrass: Cures Bladder/Urinary Infections

Crocus: Cures Paralysis

Cucumber: Cures Heart/Kidney Problems/Inflammation

Cumin Seed: Stimulant

Daffodil: Healing

Dandelion: Diuretic; Purgative; Stimulant

Dill: Aphrodisiac; Cures Upset Stomach/Insomnia

Eucalyptus: Deodorant; Antiseptic; Cures Sore Throat/Lung Diseases

Euphorbia: Grants Heroism

Eyebright: Cures Blindness; Astringent

Fennel: Protection from Spirits; Used For Digestion/Weight Control/Muscle Tone/Reflexes/Vision; Other Minor Abilities

Fenugreek: Stimulant

Fig: Demulcent

Flag: Protection from Passion

Flax Weed: Cures Skin Irritations; Detect Spirits

Fumitory: Cures Melancholia

Garlic: Protection from Vampires; Cures Coughs/Colds; Blood Purifier; Detoxifier

Gentian: Protection from Disease; Poison Antidote; Tonic; Cures Fever

Geranium: Alkalizer

Germander: Relieves Pain

Grape Juice: Blood Fortifier

Hartstongue: Cures Liver/Spleen/Bladder Disorders

Hazel: Divination

Hedge Mustard: Cures Throat/Lung Problems

Hemp: Detect Spirits; Stimulant

Henbane: Evoke Spirits

Honeysuckle: Cures Liver/Spleen/Respiratory Disorders

Hops: Has Calming Effect on Nervous System

Horehound: Soothes Coughs

Horseradish: Tonic

Horsetail: Cures Lung Disorders/Heart Diseases; Make Potion of Gas Immunity; Make Potion of Breathe Without Air

Hyssop: Anti-Parasitic; Cures Respiratory Problems/Jaundice/Cuts/Wounds; Tonic; Blood Purifier; Other Minor Abilities

Irish Moss: Cures Coughs/Scalds/Burns

Ivy: Causes Friendship

Jambul Seed: Cures Diabetes

Juniper: Neutralizes Toxins; Aphrodisiac; Stimulant; Disinfectant; Cures Venereal Disease; Other Minor Abilities

Jurubera: Cures Anemia

Larch: Causes Boldness/Audacity

Larkspur: Removes External Parasites

Laurel: Cures Mental Disorders

Leek: Cures Anemia/Colds/General Diseases

Lemon: Cures Colds/Coughs/Sore Throat

Lichen : Causes Refusal

Licorice: Cures Bronchial Problems

Lily-Of-The-Valley: Heart Tonic

Linden: Causes Compliance/Gentleness

Linseed: Precognition

Lobelia: Causes Hostility/Aggression

Locust: Speak With Dead

Lupine: Causes Voraciousness

Lychis: Causes Passivity

Mace: Stimulant

Mint: Causes Loyalty; General Panacea; Cures Insomnia/Headache/Stomachache/Nervous Problems/Heartburn/Nausea

Mistletoe: Increases Lock-Picking; Cures Circulatory Problems/Arteriosclerosis/Convulsions/Hysteria/Typhoid Fever; Causes

Nausea; Makes Potion of Charisma/Potion of Fire Immunity/Potion of Flying; Make Amulet of Protection; Narcotic; Tonic

Moonwort: Heals Burns; Heals Broken Bones

Moss: Heals Burns

Mugwort: Premonition

Mulberry: Laxative

Mustard Seed: Causes Indifference/Apathy

Nettle: Protection from Evil

Nutmeg: Mild Hallucinogen; Mild Stimulant; Cures Nausea/Vomiting/Diarrhea

Oak Leaf: Grants Victory

Oats: Causes Recklessness; Cures Chest Problems

Oleander: Increases Comeliness

Olive: Causes Passion

Onion: Poultice

Oregano: Cures Stiff Joints; Germicide; Painkiller

Paprika: Cures Colds; Mild Stimulant; Poultice

Parsley: Protection from Evil; Blood Purifier

Parsnip: Cures Fever

Peach Seed: Cures Fever; Blood Tonic

Peony: Cures Insanity

Pepper: Cures Sprains/Neuritis

Periwinkle: Promotes Happiness

Plantain: Relieves Skin Irritations; Cures Minor Wounds/Stings/Rashes

Pomegranate: Nerve Sedative

Purslane: Detect Illusion

Radish: Cures Gall Bladder Problems/Rheumatism/Coughs; Blood Purifier

Rampion: Relieves Fear

Raspberry: Cures Fever; Tonic

Red Clover: Soothes Coughs; Make Minor Healing Potion; Make Food of 3 Petals

Red Heather: Minor Abilities

Rhubarb: Astringent; Cathartic

Rosemary: Promotes Healing; Germicide; Muscle Tonic; Drives Away Evil Spirits

Rowan: Grants Resistance against Necromancy

Saffron: Increases Luck; Causes Sleep; Cures Coughs/Stomach Gas/Insomnia/Scarlet Fever/Measles/Respiratory Disorders;

Paralytic

Sage: Restores Memory; Cures Trembling/Depression/Vertigo/Wounds/Nervous Conditions/; Tonic

Scopolis: Nerve/Muscle Sedative; Painkiller; Cures Coughs

Self-Heal: Promotes Healing

Senna: Purgative

Shepherds Purse: Heals Burns

Strawberry: Cures Eczema/Acne/Vision

Summer Savory: Blood Purifier; Cures Palsy

Sunflower: Causes Truth

Sycamore: Causes Curiosity

Tansy: Protection from Magical Influence

Tea: Poison Antidote

Thistle: Poison Antidote

Thyme: Anti-Parasitic; Antiseptic; Blood Purifier

Trefoil: Antidote for Insect Bites

Turnip: Cures Mouth/Throat Disease

Vervain: Grants Courage

Whortle: Relieves Fear

Whortleberry: Causes Treachery/Betrayal

Willow: Causes Sorrow; Cures Internal Bleeding/Fever/Dysentery/Food Poisoning; Make Potion of Energy Immunity; Make

Lightning Rod

Wolfbane: Protection from Lycanthropes

Wormwood: Anti-Parasitic; Causes Seizures; Addictive; Make Goblin Repellent
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Post by paladin2019 »

Go0gleplex wrote:
You guys are far too kind.

They don't want a cleric, they get to die by the cord load in my games. Or make frequent trips back to somewhere safe to rest and recover naturally...or pay out the horn for supporting the local theocratic system. *evil maniacal laughter*
+1

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Re: We don't need no stinking clerics ... sort of ...

Post by anglefish »

ghostSmacker wrote:
What system do you use for criticals? They usually hurt the players more anyway by virtue of the fact that the protagonists generally outnumber the party and so the GM is rolling to hit more often.

Simplified 3.x, roll again to confirm and do double damage.
ghostSmacker wrote:
For 3.5 we used Monte Cooke's Health & Grace system from his Book of Experimental Might, which sounds similar, although nothing could hurt your hit points directly unless all of your fast healing 'grace' points were gone. It worked really well with a slow attrition of your 'real' hit points and we actually had a cleric who could do interesting things. Fights could quickly become dangerous too when everybody ran out of grace....

Funny enough, this version is better for CnC. Because CnC characters have low Con bonuses and more modest Con scores, their ratio of Health/Grace is different. More of their HP total will be Grace points. Hmmmm.[/i]

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Post by Go0gleplex »

In 2e 12 yrs+ ago, we used to let anyone bind wounds, restoring 1 hp. If they had the healing skill, they could do 1d4, if they had herbalism and healing it was 1d4+2...but could only be used on any character once unless they were wounded again.

(Yes, we actually had a thief kill a fellow PC by accident trying to wound them again in order to try to heal them some more...he rolled a crit on his to hit roll "sparring".)
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already a thread on this

Post by imneuromancer »

there is already a thread on this topic, kinda: http://www.freeyabb.com/phpbb/viewtopic ... llordgames

The more I think of it, the more I think that clerics shouldn't be a required class. Having "healing surges" or something like that would allow people who DO want to play clerics to memorize spells other than Cure spells.

So yeah, ditch all healing spells (maybe they don't work in your world!) and institute a system of "healing surges" that allow characters to heal their own wounds, get second winds, and generally do without healing from a cleric.

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Post by Rigon »

I was thinking about this today, if you wanted to take away healing spells, there is already a mechanic in place to replace them; the paladins Lay on Hands ability. Just increase the uses per day, say to something like 3/day + Cha/Wis bonus. It's a simple change up.

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Post by serleran »

You can also give everyone a sort of Fast Healing, a la the monk class as well. Usable X / day for Y / level, but have to be Z level to gain it, to prevent low level PCs from fearing death at every opportunity. Maybe something like heal 1 HP / level, 1 time / day / 3 levels, gained at level 3. Dunno, could work. Just sort of depends what you're looking to do.
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