Magical healing...

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Inkpot
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Magical healing...

Post by Inkpot »

According to page 120 (left column, last paragraph), magical healing will only bring a wounded creature up to 0 hp, with natural healing proceeding thereafter. I'm just curious as to the rationalization for this? I don't know how I missed this the first dozen times I read the book, but I've always just used magical healing as is, ie, the wounded creature is healed for however many hp the spell/potion/item says it does, regardless of how many hp the character has to begin with (only up to the creature's max, of course).

This just seems a little weird to me. Am I reading it wrong or missing something?

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gideon_thorne
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Re: Magical healing...

Post by gideon_thorne »

Inkpot wrote:
According to page 120 (left column, last paragraph), magical healing will only bring a wounded creature up to 0 hp, with natural healing proceeding thereafter. I'm just curious as to the rationalization for this? I don't know how I missed this the first dozen times I read the book, but I've always just used magical healing as is, ie, the wounded creature is healed for however many hp the spell/potion/item says it does, regardless of how many hp the character has to begin with (only up to the creature's max, of course).

This just seems a little weird to me. Am I reading it wrong or missing something?

Ink

Read a bit further down in the Knight example. Once the character is brought back to 0, "healing can proceed as normal therafter."

All its saying, really, is that characters can only be restored to 0 hp, after suffering negative damage, initially. Then one can proceed from there.

I can offer a rationale, I dont know if its the correct one? I bet its a kind of 'shock to the system' sort of thing? I see healing magic as a kind of kick start to the body's own self repair system. With this logic, negatively damaged characters wouldnt have the full resources to survive the 'shock to the system' as it were. So healing magic has to restore the body reserves first, then go from there.
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Post by Inkpot »

Ok, so a wounded creature/character can be healed up to zero initially, but then another magical healing would be required to accelerate the natural healing process (if, for some reason, they didn't have time for natural healing)?

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Post by gideon_thorne »

Inkpot wrote:
Ok, so a wounded creature/character can be healed up to zero initially, but then another magical healing would be required to accelerate the natural healing process (if, for some reason, they didn't have time for natural healing)?

Ink

Thats about what it's saying, ya.
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Post by Inkpot »

Groovy. Thanks, Mr. Troll! =)

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Post by Combat_Kyle »

But one must consider the adaptability of C&C rules. I don;t use this rule, if a character is a -5 HP and the cleric heals him for 8, he is a 3HP. I like throwing lots of monsters at my players, they need thier HPs :) .
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Post by serleran »

A character affected by a magical healing spell, or effect, will automatically restore the character to zero HP. This is a very powerful tool, especially when considering that a character at -3 is not, officially dead, and even the weakest of healing spells will automtically give 3 HP instead of the otherwise rolled amount. Once at zero, any method of healing works normally.

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Post by miller6 »

Dead at -10 doesn't make much sense anyway.

I use the following system...

At zero=can fight but at -1 on all rolls.

At -1 to -5=conscious, but can only do defensive or miscellanous actions (like healing), no attacks of any kind.

At -6 to -10=unconscious, just lay there and hope to be healed.

At -11=dead.

As for healing, I use a point for point basis with no penalties for coming back positive after being below zero.

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Post by gideon_thorne »

I operate on the assumption that, if your character requires a spatula or turkey baster to pick them up after an injury, one needs to roll a new character up.
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Post by Maliki »

miller6 wrote:
Dead at -10 doesn't make much sense anyway.

I use the following system...

At zero=can fight but at -1 on all rolls.

At -1 to -5=conscious, but can only do defensive or miscellanous actions (like healing), no attacks of any kind.

At -6 to -10=unconscious, just lay there and hope to be healed.

At -11=dead.

As for healing, I use a point for point basis with no penalties for coming back positive after being below zero.

Brian Miller

I'm working on something similar for my next campaign.
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Post by Maliki »

This thread has been quite helpful, I think we may have misunderstood this rule.
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Post by Treebore »

I mostly follow the rule, they are dead at -10 or when it is equal (in the negative range) to their Con score, whichever is worse

(more negative). The only change I have made Is they most roll a 1-7 on a d10, instead of just a 1, if CON is their Prime to stabilize.

Example CON=16, PC doesn't die until they reach -16.

CON=5, PC dies at -10.
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Post by miller6 »

Treebore wrote:
I mostly follow the rule, they are dead at -10 or when it is equal (in the negative range) to their Con score, whichever is worse

(more negative). The only change I have made Is they most roll a 1-7 on a d10, instead of just a 1, if CON is their Prime to stabilize.

Example CON=16, PC doesn't die until they reach -16.

CON=5, PC dies at -10.

Hey, equal to their con score is a barbarian class ability...if you give it to everyone then the barbarians need a substitute ability.

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Post by miller6 »

Maliki wrote:
Never throw rocks at a man with a vorpal sword.

What better way to dull that nasty blade?

Just kidding, I couldn't help but notice that you are a truly gracious gamer from 1 topic to the next. Kudos on your support of other gamers.

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Post by Omote »

Although I follow the C&C rules regarding this topic, by the letter, I would like to say that my desire to return to the days of old are strong.

I think "0" should mean, dead, or at the very least unconscious and any amount of negative HP should = D-E-A-D.

I realize this makes for a harsh game, but the numbers dictact it.

0 = null

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