Other Mechanical Injury Healing Options - Printable Version +- NEUS Projects (https://neus-projects.net/forums) +-- Forum: Sigrogana Legend 2 (OOC) (https://neus-projects.net/forums/forumdisplay.php?fid=8) +--- Forum: Suggestions (https://neus-projects.net/forums/forumdisplay.php?fid=7) +--- Thread: Other Mechanical Injury Healing Options (/showthread.php?tid=10497) Pages:
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Other Mechanical Injury Healing Options - MothEnthusiast - 10-04-2023 I've been running into the issue more and more that a lot of people insist on healing your mechanical wounds ICly without actually having the necessary items to get rid of said wound, leaving you in an awkward situation where you have to either tell them no, ask for help with it OOCly, ICly a second time, or suffer through the wound (often leading to fevers, etc) if you don't have the items necessary yourself. To help alleviate this, I'd like to ask for the ability to progress wounds for large quantities of mental stamina if you have a relevant Healing spell / skill in your skill pool. Different spells / skills could progress it different amounts, and healing items would still be superior for the fact that they actually 'deal with' the wound instead of just sending it towards 100%. Graft would be low% increase since it's really easy to access, for example. Something like Malmelo would take a lot of stamina but also give a lot of healing, etc. EDIT: Probably have it so one individual injury can only be healed once per person, so the choice of spell/skill actually matters. A bunch of people healing one injury is obviously going to be more effective. RE: Other Mechanical Injury Healing Options - Pyro - 10-04-2023 Carrying around healing items kind of sucks, especially when you're trying to RP a character who's prepared but getting the items is a pain. blease dev RE: Other Mechanical Injury Healing Options - Autumn - 10-04-2023 I'd rather that healing items be easier made, like increasing the quantity per herb from 1 to 3 supplies per. I like needing to be prepared for the situations where the items are required, and I usually am. RE: Other Mechanical Injury Healing Options - MothEnthusiast - 10-04-2023 Still doesn't really solve the issue, if you ask me. The items aren't particularly -difficult- to make, they're just not something a lot of people think about. And if you consider the IC, there's no reason why a healer wouldn't be able to fix or at least speed the healing of wounds. That's literally what the magic is for. RE: Other Mechanical Injury Healing Options - Blissey - 10-04-2023 I'm inclined to agree that it's not necessary for actual magical healers to need the items, assuming they have the requisite healing spell(s) invested in, within a slot, and they have the necessary mental (and physical) stamina. I think all of that would be a fair trade-off, and you wouldn't even necessary need to heal the entire wound/illness to perfection (unless you have more than enough physical and/or mental stamina). RE: Other Mechanical Injury Healing Options - Poruku - 10-04-2023 Would make a lot of sense. Why would a priest with cool burns need burn ointment? Just doesn't make much sense. The whole mercalan tenants thing was always just a bandaid (lol) thing to make it make a little more sense in rp, but that's not a thing in korvara. RE: Other Mechanical Injury Healing Options - Autumn - 10-04-2023 The effects of Cool Burns and such seem more tailored towards the active effects of actually being on fire, small nitpick aside, unless strictly speaking about Mercalan healing from G6, the power that magical healing holds is that it speeds up the natural regenerative process of the body. There are exceptions but I don't want to see the need for supplies vanish on Korvara, I'm just going to respectfully disagree. For G6, medical supplies are no issue, you can buy them all in several locations, so I am pointing at this being mostly a Korvaran issue, and there's nothing saying you can't flavor supplies as magic anyway for G6 specifically. RE: Other Mechanical Injury Healing Options - MothEnthusiast - 10-04-2023 Again, this is about the problem of people RPing it without actually having those supplies. If they just never bother to craft them, the problem is going to persist. And the point was to make the mechanically different than medical supplies by simply increasing the %, instead of marking them as 'fixed' the way supplies do. Multiple injuries in a row would also make supplies necessary on account of the (hopefully) huge mental stamina drain. RE: Other Mechanical Injury Healing Options - Snake - 10-09-2023 I like this idea, it kind of pushes the one idea I had before for "player inns" in one direction I can enjoy. This could be a new Traits for Healers, with the only prequisite being "Have Curate be at LV35 or higher". Quote:Art of Healing Quote:Soothing Hands Quote:Diagnosis Quote:Emergency Tactics And of course, nerf the thing that pretty much completely nullifies the chance to even get an injury in combat, from First Aid, called Prevention. If anything, revamp that to only affect yourself, not the party as a whole. This all together could give us a new dynamic in healing RP that we'd never see elsewhere. RE: Other Mechanical Injury Healing Options - MothEnthusiast - 10-09-2023 While I see where you're coming from, I disagree with the functionality of the traits for the most part. Especially when it comes to costing FP. Aside from the in-battle aspect of it, FP is kind of a useless cost to add to a trait for healing injuries, which for the most part, should be handled outside of battle anyway. It's to help the injury heal after the fact, not hand-wave it away in the battle. And FP recovery is as simple as paying 10 murai. Not only that, but letting the healing magic properly 'treat' the wound DOES end with what Autumn was saying, where actually having the items becomes pointless. That's why I like the differentiation between 'simply increasing the wound %' and 'treatment'. This is also why I was suggesting a much higher baseline for mental stamina-- something in the 40-60 range, depending on the spell used. |