thread: 2008-10-09 : Storming the Wizard's Tower playtest rules
On 2008-10-15, Jay Loomis wrote:
The specifics are spread out all over the rules pages so I'll ask here:
Can you consolidate the rules about wounds and healing so that they're in one place (even if you still talk about bits and pieces where appropriate)? As it stands they are a a bit vague and even a little confusing.
What we have so far:
- If your character has taken [or is it ends the adventure with?] damage over Endurance, she has to sit the next adventure out.
- If you take hits up to your Endurance and you know a healer, you can spend a treasure on healing everyone who took Endurance or less in hits before the next adventure. If you don't know a healer it costs one treasure per hit healed.
- You can presumably buy an Art, Craft, or Trade power to count as a healer. In which case it isn't clear whether it still costs 1 treasure for you to heal the whole party up to Endurance.
- You can choose a Healer's Kit as a gear item. It's not clear what good it does for you since there are no rules for healing people outside of paying a healer to do it for you.
- You can have healing spells. It isn't clear whether the distinction between regular hits and hits over Endurance has any effect here.
- And finally: 1 treasure is sacrificed automatically to feasting and celebration which includes being healed of all damage less than Endurance. Which makes point #2 above seem redundant.
Thanks!