JoLT Sneak
 87 Posts




 | | 08/30/2005 5:43 PM |
| | recovered topic 8109 | | Where did all my money go? Completed Trades: (4) nwelte, zoroaster100, Lance, Ryngard Pending Trades: (0)
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JoLT Sneak
 87 Posts




 | | 08/30/2005 5:43 PM |
| I would allow for some form of healing, Herbs being a good source. In my world (homebrew) I use a root that gives back 1d6 HP. If you do not have any form of healing you will slow the game down a lot due to PC needing so much time to heal. So even after one encounter the may need several days to heal, just to go on. You could also use a bandage rule that give back X amount of HP when used. Also a character with the heal skill and a good skill check could give back HP. Just some thoughts. To improve the PC chances you could lower the damage that weapons due. So a longsword does only 1d6 instead of 1d8. It helps but still a good damage roll causes the party to need to rest for several days. | | Where did all my money go? Completed Trades: (4) nwelte, zoroaster100, Lance, Ryngard Pending Trades: (0)
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griffrat Commander
 3506 Posts




 | | 08/30/2005 6:07 PM |
| I know that it is hard to play in games where there is no healing. I played in a game where there were no clerics. It was tough and not as much fun as it could have been. The limiting of having a cleric makes it rough not having a druid as well will be even tougher.
I would strongly suggest that you have healing as suggested above. Another way is if the gawds are gone you could always have potions left behind that retain the magic. Clerics/Druids of these lost gawds would know how to properly use the items or make more. Like the herb/bandage.
Just my two cents worth.... | | Ambassador of FUN!!! | |
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madda Sergeant
 714 Posts




 | | 08/30/2005 6:23 PM |
| I currently play in a campaign with no good clerics (the god = the sun didn't rise one morning and the forces of evil spread). We do have a bard using arcane not divine magic and able to cure some of our wounds. We rest more between fights. We pick our fights with much more care. Another way is to allow some aspects of divine magic such as raw elemental magic - maybe water shamans or Shugenjas or even druids that gather their magic power from the environment. You can even set drawbacks on it such as when nature does not blossom around no druid magic can be cast. | | Champion of Cockatrices. I wish I never wished a wand of wishing. (Wishful thinking.) Join the Eternal Campaign! Chat about miniatures. | |
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Mama Cass Warrior
 286 Posts




 | | 08/30/2005 7:30 PM |
| | Thanks for the advice so far. I was toying with the idea of allowing Druids, kinda based on the magic from Nature thing. Might be the way to go. | | CHAMPION OF THE REDSPAWN ARCANISS
One day I will have to explain to my kids why they have to pay for their own college, but when they realize that I have a full set of Harbinger it should make sense to them... | |
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orcdoubleax Sergeant
 694 Posts



 | | 08/31/2005 6:09 AM |
| | Another option is the reserve hit point rule in Unearthed arcane | | Yes I am Gelatinous.
www.gelatinousdudes.com
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The Great Choco Monster Ghendar Warlord
 12441 Posts



 The G Spot
 | | 08/31/2005 7:31 AM |
| Well, the potion idea that griffrat mentions is good. You could also still allow Druids but say that their power comes from the earth, not from any god, therefore "some" healing would still be available.
If you don't want scads of druids running around, then just say that thr druidical order is very small, or druidic aptitude shows up in only .5% of the population or something like that. | | WotC - making me wish more and more every day for a return to the TSR days. :( I fought the snark and the snark won. I'm baaaaaaaaaaack!
Some of my favorite Maxminis quotes I actually love to be swallowed. - Posted By gss_000 on 09/04/2007 2:32 PM Could somebody explain Snatch to me? I understand the basics, but not how to enter/use it. - Posted by orcmonk220 G's the man. - Posted By greyhaze on 11/11/2008 8:58 AM | |
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griffrat Commander
 3506 Posts




 | | 08/31/2005 7:54 AM |
| Ghendar, thanks.
Also, Ghendar's idea made me think of this reason of why no divine magic is present and explain why the druids are reduced in number. You could limit the druids by saying there was some destruction, or a perversion of nature that cut into the drudic magic. The cataclysim that cut the nature magic is the reason there is a reduced presence of divine magics. As the cataclysim was brought on by the mortal races and was a slap in the face of the gawds. So the gawds said "fine" and left that part of the plane to its own destruction/demise. Only the shattered past of the gawds remain and the nature magic is there but, as Ghendar put it, less than 5% have the ability to tap into it. | | Ambassador of FUN!!! | |
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bshugg Underboss
 1833 Posts




 | | 08/31/2005 9:32 AM |
| It would be an interesting attempt. Not having clerics means you probably have more undead, more corruption (less detect lies etc), and more disease. The population would be pox scarred and miserable sort of like the dark ages in Europe.
If your just going for challange, I would keep damage as is and make healing a real rarity. It will be tough going but theres ways to get around. vampiric weapons and regeneration rings or potions would definatly be popular.
If your going for flavor then I would allow a cleric in the party, but make him unique "Goldmoon style". It would mark the return of the gods favor to the world. The ruling wizards would brand them a demon, people would be frightened, etc. It could provide a nice backdrop for a character based plot. | | Looking for someone to cosponser a midwest DDM event. let me know if your interested! Check out my brand new blog: http://bshugg.blogspot.com | |
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Mama Cass Warrior
 286 Posts




 | | 08/31/2005 9:45 AM |
| | I had originally toyed with the idea of the "returning gods". My idea was that the party has to escort/protect and NPC that was chosed to return the favor of the gods to mortals. Based on the actions of the party, the NPC was going to gain power over time... | | CHAMPION OF THE REDSPAWN ARCANISS
One day I will have to explain to my kids why they have to pay for their own college, but when they realize that I have a full set of Harbinger it should make sense to them... | |
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Hero of Skirmish doubtofbuddha Commander
 3371 Posts




 | | 08/31/2005 10:00 AM |
| You could take the Iron Heroes avenue, with a number of reserve hit points equal to the character's full hit point total. A heal check (usable once per day on a particular character) transfers a number of reserve points into hit points into hit points equal to the healer's ranks in the heal skill as a standard action. Also for every minute that passes 1 reserve hit point becomes one real hit point. You regain reserve hit point at a rate = constitution + your level after 8 hours of rest.
I think it works pretty well. | | I am not gone. | |
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The Great Choco Monster Ghendar Warlord
 12441 Posts



 The G Spot
 | | 08/31/2005 10:30 AM |
| quote: Originally posted by Mama Cass
I had originally toyed with the idea of the "returning gods". My idea was that the party has to escort/protect and NPC that was chosed to return the favor of the gods to mortals. Based on the actions of the party, the NPC was going to gain power over time...
Yeah but, a little too "dragonlance" perhaps. maybe it's just me but I steer clear of stuff that's too similar to what's already out there. However, it's your campaign so do whatever you like best. [:D] | | WotC - making me wish more and more every day for a return to the TSR days. :( I fought the snark and the snark won. I'm baaaaaaaaaaack!
Some of my favorite Maxminis quotes I actually love to be swallowed. - Posted By gss_000 on 09/04/2007 2:32 PM Could somebody explain Snatch to me? I understand the basics, but not how to enter/use it. - Posted by orcmonk220 G's the man. - Posted By greyhaze on 11/11/2008 8:58 AM | |
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megamadrat Sneak
 126 Posts




 | | 08/31/2005 12:45 PM |
| As for alternative healing sources, try this:
modification to the Heal skill, as there is no magical healing, people have had to learn to become more reliant on more mundane healing techniques. This in turn makes healing more common knowledge and lowers the DC somewhat, say:
Heal(Wis) Heal Check DC 10 : as for Long-term care, in addition, for every 10 by which this DC is beaten, increase the multiplier by 1 per level. DC 10, heal 2HP per level for 8 hours or 4HP per level for a full day DC 20, heal 3HP per level for 8 hours or 6HP per level for a full day DC 30, heal 4HP per level for 8 hours or 8HP per level for a full day etc.
Yes this does essentially smash the Heal skill and puts it back together, yes it does make the heal skill MUCH better than what it was originally, but I doubt you would hear many complaints about it in game when your fighter would normally be healing like 10-15% of his hit points in a night. On the up side the scaling for this is actually decent enough that i may even consider making this a house rule in some of my games permanently. | | Einstein would turn in his grave; God does play dice, and the dice are loaded!
My left nipple is in fact a horcrux. Do not tweak the horcrux, it belongs to the Dark Lord! | |
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The Defenestrator AesophDarkfable Warlord
 5628 Posts




 | | 08/31/2005 1:13 PM |
| | I had a campaign idea once that was similar though I never ran it. I think all the suggestions above are good ones. Its an interesting idea where undead roam more etc. Could be an interesting gothic horror feel to the game. Another idea that I use for healing since msot of my last group never wanted to play clerics is that people heal level+con instead of just level for sleeping. | | Im out- find me on Hordelings if you want to chat. | |
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 Knight of Wuzz Wuzzard
-827 Posts




 | | 09/01/2005 2:27 PM |
| | Beef up the effect of mundane healing, but also allow for the addition of arcane healing. This magic healing would take effect quickly (like divine healing) but at a cost. Allow it to endow random effects with the healing, often negative, rarely positive. For example, Gigglus the mage casts 'Reconstitute Flesh' on Turgen the half-ape fighter. He is healed instantly of 28 points of damage, yet is now missing an ear. -2 to listen checks for the next 24 hours until it grows back. | | | |
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Monsoon28 Underboss
 2313 Posts



 Toronto
 | | 09/01/2005 4:09 PM |
| I loved doing the DL Chronicle campaign back in the 80's that one was great! Same with the FR's Avatar campaign.
One thing I'd suggest maybe would be still allowing Favored Souls (If you use the Complete Divine that is.) Maybe you could even work that into your campaign, ie. Clerics resent these 'blessed' people who are able to use divine magic without giving lip service to any god...could make for a interesting social/(religious)political twist.
Let us know if you do go through with the campaign! | | "I was sittin' here eatin' my muffin, drinkin' my coffee, replayin' the incident in my head, when I had what alcoholics refer to as a moment of clarity." - Jules Winnfield Sales/Trades Bad (1): Ironfist Boulderbender Trades/Sales completed (8.): Danthl, Dafrca, Garyaxe, qillan_dvra, realmaster, Vandal_Savage, cavedweller, unearthed arcana. Champion of Gem Dragons, VINDICATED Squire of Duergar Commander, Knight of the Astral Stalker.
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glauron Underboss
 1379 Posts



 Sydney, Australia
 | | 09/01/2005 9:33 PM |
| I'm playing a Druid in a Dragonlance campaign set in the War of Souls era. He is the only healer in the party. Divine magic is gone. The druidic circle that he belonged to was wiped out. The character I play survived because he had been sent to Southern Ergoth to seek help from the elves. He teamed up with a bunch of adventurers when he found out what had happened. Now he's out after blood. The others in the group have similar stories of loss. They're happy to be accompanying the only known healer in the world. We have a sorcerer of sorts in the group as well, but he needs to siphon his arcane power out of magic items. This ability,specific to our campaign is pretty cool. In one impressive performance he sucked all the magic out of an iron golem that we thought was going to kill us all. That powered up his spells for almost 3 sessions.
| | I have always been here. | |
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The Great Choco Monster Ghendar Warlord
 12441 Posts



 The G Spot
 | | 09/02/2005 8:00 AM |
| quote: Originally posted by glauron
In one impressive performance he sucked all the magic out of an iron golem that we thought was going to kill us all. That powered up his spells for almost 3 sessions.
Wow, that is pretty cool! | | WotC - making me wish more and more every day for a return to the TSR days. :( I fought the snark and the snark won. I'm baaaaaaaaaaack!
Some of my favorite Maxminis quotes I actually love to be swallowed. - Posted By gss_000 on 09/04/2007 2:32 PM Could somebody explain Snatch to me? I understand the basics, but not how to enter/use it. - Posted by orcmonk220 G's the man. - Posted By greyhaze on 11/11/2008 8:58 AM | |
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Mama Cass Warrior
 286 Posts




 | | 09/02/2005 11:29 AM |
| | That is cool. What game mechanics are used to drain the items/golem? | | CHAMPION OF THE REDSPAWN ARCANISS
One day I will have to explain to my kids why they have to pay for their own college, but when they realize that I have a full set of Harbinger it should make sense to them... | |
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IanB Commander
 3112 Posts




 | | 09/02/2005 4:23 PM |
| If you want to allow some healing but not full divine magic, consider using the Expanded Psionics Handbook classes. With the right power combination, psions can take damage from other people onto themselves, and then heal themselves.
It is inefficient, but allows for at least post-combat recovery to a certain extent. | | Anson on WotC boards | |
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glauron Underboss
 1379 Posts



 Sydney, Australia
 | | 09/02/2005 9:21 PM |
| quote: Originally posted by Mama Cass
That is cool. What game mechanics are used to drain the items/golem?
The game mechanic was 'tailor-made' by the DM, but based on an Artificer Class Supernatural ability from the Eberron campaign world called "Retain Essence". Basically, he can "unmake" anything that he, under normal circumstances, could make. In the case of Craft Construct the prerequisites are Craft Magic Arms and Armor and Craft Wondrous Item(L3). Our L9 sorcerer had all 3 feats (Retain Essence was a supernatural ability, Craft Construct(L9) was the other feat). He took item creation feats because this was the only way he could power his spells. Because of this the DM allowed him 2 Item creation feats up to L5 upon character creation. He chose Craft Wand, and Craft Magic Arms and Armor. At low level the creation ability was superfluous, but it let him power up his magic via retain essence.
He had to do a very risky melee touch attack on the golem, while casting on the defensive. For game purposes, this magic drain ability is instantaneous. The Golem was allowed a fortitude save, but failed.
Whatever item he redeemed the essence from, was destroyed, and gave him magic to power spells according to the minimum needed to create the item. By way of example, a +1 shield can only be made under normal circumstances by a L5 character, so 5 levels of spells. If it were a +5 shield, then 15 levels of spells. Adjust for "special" ability descriptors. If an item were useful to a party member then the sorcerer was out of luck. The Iron Golem, CL 16 = 16 levels of spells, plus specific spells needed to cast - cloudkill L5, geas/quest L6, limited wish L7, polymorph any object L8, gave our sorcerer 42 levels of spells. This is from memory of how the DM explained it. I was neither the sorcerer nor DM in this campaign, but I'm pretty sure it went something like that. I know the sorcerer was very circumspect in throwing magic around. He didn't like running low on spells.
| | I have always been here. | |
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Malin Lug Sergeant
 742 Posts




 | | 09/02/2005 10:07 PM |
| You could keep druids and maybe even put in arcane healing (I wouldn't use arcane healing, because what would the point of removeing divine magic then) One thing to look at is the Wheel of Time game, any healing actually just converts the damage to nonleathal. The person isn't just healed and then jumps right back into combat, they need time to rest and get their strength back. Also a house rule I have seen, after healing, the affected character needs to eat twice the normal amount of food for one day for every 10 points of damage healed. It puts a different spin on the game.
| | "Are you not entertained?" 
Champion of the Common Bar Wench
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Red Ranger Sergeant
 708 Posts




 | | 09/05/2005 4:46 AM |
| quote: Originally posted by Malin Lug
You could keep druids and maybe even put in arcane healing (I wouldn't use arcane healing, because what would the point of removeing divine magic then) One thing to look at is the Wheel of Time game, any healing actually just converts the damage to nonleathal. The person isn't just healed and then jumps right back into combat, they need time to rest and get their strength back. Also a house rule I have seen, after healing, the affected character needs to eat twice the normal amount of food for one day for every 10 points of damage healed. It puts a different spin on the game.
Similar to this are the 'Transfer Wounds' Spells from Monte Cooks Arcana Evolved. They are available to Arcane casters (there is no Arcane/Divine distinction in AE). Basically, the target is healed and the caster takes half the healed amount in non-leathal damage. | | Champion of the Yeti (large uncommon please!) Assistant to the Regional Manager | |
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