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Found 1 result

  1. Thinking on Mr Sawyers comments about not disrupting gameplay to deal with injuries, i'm left thinking why don't we carry the answer on our backs? Bedding, blankets, bandages, herbal supplies and arcane paraphernalia, all the party needs to set up a mobile camp. However this would still leave the exploitation of resting to cheese the game and destroy difficulty, as well as spoil any sense of momentum. So why not guard against this with two rules: One the player may only take one rest period within any twenty four hours, and two the available sites to set up a party camp are limited and set by the developer. We thereby have the ability to drag back permanently injured companions to the nearest campsite (or risk pressing on to the next one) and if not heal them completely at least get them on their feet to be of some use to the party. Differing levels of injury could be treated to differing levels of combat readiness, a flesh wound though painful and irritating could be completely sealed, a broken limb could be set and fused but still require the complete bed rest of the players home (and incur a severe penalty until such recuperation is taken.) A near death state would be the serious one where even after healing the afflicted is walking wounded, fit to perhaps carry a torch or serve as a lookout. These down time periods would serve as perfect excuses for party intreraction, lore research, rough crafting attempts, weapons practise, portentous dreams and such so that time is not being wasted watching a ticking clock. This may sound a touch draconian but the getting of supplies for your expedition, as well as the preparation and planning you exercise would lend a much missed strategical aspect to the rpg. So that when we've limped wounded and weary from the lair of the dread beast, we've got a real sense of accomplishment and tribulation. Anyway just my tuppence ha'penny on the subject.
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