I think somewhere in the Gencon 2010 video Jay Little speaks to this, that each means of healing can only benefit a specific character once per ____, is it Act or Day? I've seen each in various threads, I hoped Signs of Faith would clarify but it doesn't seem to.
Healing - once per Act or once per day?
I think there was talk about healing of any one type only being usable once per day, and this would be clarified in one of the new guides. I think Dvang mentioned he had a conversation with Jay about it, and as healing draughts can only be used once per day there was some assumption other healing can only be once per day...
Until it's clarified though, it might be that the intention is that "magical" healing can only occur once per day (which may or may not include healing draughts), because the current rules do specifically state...
Each character can only benefit from one successful First Aid
check per Act during an encounter. Outside of a structured encounter,
a character can benefit from one successful First Aid check per
scene, or per the GM’s discretion.
So if the new guides are going to state that healing of each type can only occur once per day, or whatever, that's a contradiction to the current rule book (they may update this in the errata though when the guides are released?)
I think the main thing is to prevent spam magical healing though, so once per scene or at the GM's descrection for healing of "any type" outside of a structured encounter should work fine? It does for our group.
healing draughts once per day rule still applies, obviously.
Each character can only benefit from one successful First Aid
check per Act during an encounter. Outside of a structured encounter,
a character can benefit from one successful First Aid check per
scene, or per the GM’s discretion.
This, I believe, is the intent that Jay proposed during the seminar. *all* healing, unless otherwise specified (such as healing draughts) are once per Act/scene per type. So, you could receive first aid then a shallyan healing blessing, then a sigmarite healing blessing, but each only once per Act/scene.
The priestess of Shallya couldn't invoke the same healing blessing on you twice in the same act, although she could use two different ones.
dvang said:
Each character can only benefit from one successful First Aid
check per Act during an encounter. Outside of a structured encounter,
a character can benefit from one successful First Aid check per
scene, or per the GM’s discretion.
This, I believe, is the intent that Jay proposed during the seminar. *all* healing, unless otherwise specified (such as healing draughts) are once per Act/scene per type. So, you could receive first aid then a shallyan healing blessing, then a sigmarite healing blessing, but each only once per Act/scene.
The priestess of Shallya couldn't invoke the same healing blessing on you twice in the same act, although she could use two different ones.
At least I got your name right....
I think I'd have to see how this played out in the game, but the idea of getting some healing from a shallyan, then popping off to see the sigmarite to get more healing still seems a little "false" to me. I guess not many groups will have access to all the various types readily available anyway, but my vicious GM core feels that my group should only be able to get first aid (i.e. mundane) or magical spell like (i.e. any spell or blessing) once per act/scene, and that's it, in effect only one type of healing per act, period.
I guess the downside of this is that once the priest of whatever gets a class A healing spell, then the class B and Class C healing spells they have see little use (at least outside of a structured encounter), but I'm not sure that's a massive issue. I also feel there is less booking keeping if all you have to remember is have i been healed this act?
Plus healing draught once per day as normal, still applies, on top, and your daily recover roll too...
One of the original "problems" with healing spellsthough, is the ability to potentially apply them "several times" during encounter mode, and therefore the idea that in theory groups may try and get "into" encounter mode, by starting needless fights or whatever, to start healing themselves up, i guess you could apply something whereby unless additional genuine damage has been inflicted since last heal, then new healing won't help? We did something like that in 2nd ed, just to prevent similar potential spam healing situations. To be honest my group don't really do this sort of thing, but not sure if that is because i try and come up with house rules to plug the leak before the water even starts dripping through? Prevention is better than the cure, i find!
Thanks for the responses.
Glad at least to see I'm not missing a "clear statement" somewhere.
As interim matter, pending any GM-book ruling, I'm inclined to go:
- all magical healing is "each application once per day per target" (cf healing draught), but each application of different type can apply (one reason to have multiple healing spells is to use each of them on same subject in quick succession at times);
- all non-magical healing (First Aid, Splints and Bandages action) once per Act (including the rally step opportunity to use it) - with a rule that "end of Act" is the time use is measured so there is no "use it over and over during day", you use it at the end of the last Act played out in that structure (which is the last time you may suffer injury) and not again.
I admit I would prefer rules to keep it all on the same time cycle and being "it's a grim, perilous world" sort would be fine with "it's all per day", and the logic of "per Act" can break down a bit (Acts that are investigative, non-combat etc, a chase scene Act add a first aid chance).
On cycling through different gods, I would be inclined to add misfortune dice to the Divine Favour roll and perhaps casting roll as a sign of divine misfavour wherever one god was appealed to as "2nd choice" unless narrative clearly favoured a "cooperative view" (e.g., this was clearly authorized as a joint Sigmarite/Shallyan mission).
Rob
One option, that requires a little bit of record-keeping, is to limit to one healing attempt per hit received. Wounds inflicted from a hit, in excess of what is healed with a check, can only then be healed by the nightly resting or by taking more damage (and getting a healing result whose healing exceeds the new damage).
It's perfectly reasonable as the GM to limit the healing allowed, such as one mundane and one magical per Act, is quite reasonable IMO.
I put the question to customer service, they said an answer is in the players guide and in meantime okay to use what I said above (non-mundane is daily; mundane is per Act).
I'm going for only one succesful healing per act regardless of type, plus healing draught once per day.
The first aid option remains in the rally step BUT a new healing check (of any type) can only occur if a reasonable length of time or activity has occurred since the last healing check.... so there is no using a healing action at the end of act 1, first aid in the rally step, and healing action as soon as act 2 starts unless this is occurring in the thick of a large combat with the rally step offering a brief respite from the action.
In story mode, that kind of "healing train" simply wouldn't be possible, mainly becuase it doesn't really make thematic sense.
pumpkin said:
I'm going for only one succesful healing per act regardless of type, plus healing draught once per day.
The first aid option remains in the rally step BUT a new healing check (of any type) can only occur if a reasonable length of time or activity has occurred since the last healing check.... so there is no using a healing action at the end of act 1, first aid in the rally step, and healing action as soon as act 2 starts unless this is occurring in the thick of a large combat with the rally step offering a brief respite from the action.
In story mode, that kind of "healing train" simply wouldn't be possible, mainly becuase it doesn't really make thematic sense.
I agree and apply that good rule too. Why being a specialized healer who can Max Heal when you can add many mini Heal and get the same result without spending xp ?
Pumpkin's idea is logical, realistic, and in game terme, it may inspire a player to specialize in the healing domain.
The way I see it, I would like to avoid the following phenomenas:
1) First people forcing into pseudo acts in order to receive more healing
2) People receiving healing after an act in which they did'not received a wound
3) People healing faster while fighting comparing to performing any other activity. Since the combat acts tend to last lesser than a social act for example.
IMO all the above phenomenas are equally important and I agree that they can be handled by GM calls but I also would like some main rules in order to guide the GM.
So again IMO this problem can be fixed in to ways:
1) Handle each hit separately and allow the wounds from this hit to be healed X numbers per day. But this requires more bookkeeping and makes more complicating how you deal with general healing such as healing draught.
2) Allow each character to receive a maximum number of healing each day. Each healing method must still follow the specific rules.
For example lets say the this number is equal to the Toughness score and some has Toughness 3. He can receive up to 3 healings per day as a general rule, but each of these healings must also follow the more specific rules of it. For example he couldn't receive more than one healing draught per day since there is a rule about this limiting it to 1.
We were house-ruling it as a maximum magical healing of wounds equal to your toughness score. Toughness 3 means you can have 3 wounds magically healed that day (this could be any number of attempts) and by the book on first-aid etc.
Player Guide clarifies a bit Healing in general (p87 to 89), especially in the "Healing Limitations" p.89, resumed by the sentence :
"each character may [successfully] benefit from each specific source of healing once per day". Healing has its limits.
With a couple exemple just under it
Cwell2101 said:
Player Guide clarifies a bit Healing in general (p87 to 89), especially in the "Healing Limitations" p.89, resumed by the sentence :
"each character may [successfully] benefit from each specific source of healing once per day". Healing has its limits.
With a couple exemple just under it
Interesting. I reached some balance with that :
- 1 standard healing per day for standard characters, trained or not.
- 1 healing based on action card per scene/encounter : magic, blessing, and the not enough famous Splint And Bandages action card.
Me and my plaers introduced that disctintion to give more value to the cards compared to the flat dice roll because their "effect" is as powerful as the flat dice roll.
They did imply as the "sources" action card as much as objects, as shown in the exemples. Meaning you can use a Shallyan "Soothing Touch", "Cure Wounds" and a Sigmarite "Healing Hands" Blessings on the same player in the same day even if those 3 are divine healing from 2 gods. First Aid standard skill check and Splint & Bandages once per day per person each
What about the Rank 2 Sigmar spell Divine Assault? What is the source of the healing? The spell, or the target you are rolling Crits on? In order for the spell to heal you, the PC still has to roll a critical hit. Could you be "healed" by this spell more than once per day? I would tcertainly think it is worth a discussion.
You could say that the action can only be used once per combat if you want (i would not and Recharge 6 is big enough). No need to restrict this action as its text is faily clear. You (or an ally) crits, heal 1 Wound. You need an active combat, you need to spend your turn action to activate it, and you need to Crit, while it's active. Not much to abuse here anyway
I would not allow one attack that deals several Crits to heal several Wounds though.
I think you should allow a rate of healing that keeps the game as gritty or not gritty as you and your group desire, regardless of what the rules say.
For me and my group, thats once per _session_ or once per _in-game day_ which ever is in the best interest of the player / character.
So...if we have three separate sessions that happen to span a single game day, we would allow the same source of healing each session or three times in one game day in this circumstance.
On the other hand if a session spanned a month via exposition / plot fast forward, we'd allow 30 attempts...or just arbitrarily wipe the damage in part or whole.
Healing at the speed of plot, basically.
We don't get to play weekly, so we try to make each session as adventure focused as possible. Having to gimp through a session because the "camera time" is heavily dilated and we're still resolving events from the same "game day" as the last session and we haven't yet reached a significant plot point may be more properly Old Worldish but is not fun for us.
Instead of forbidding more than one healing per type of healing per day, you may also add one purple dice for each try after the first.
As the standard difficulties are 1d for wounds and 2d for critical wounds, that will be really really tough without being restricted.
The Power of The yes.