healing and armour

Troll66

Mongoose
Hi
Ok say I have armour on worth 2 pts of END. Say I get reduced to 2 points of END...If I took my armour of I would then die? Correct?

Healing discipline - this seems a game buster no? I mean if characters survive a given fight or endurance loss then asssuming a bit of rest is available thenthose lost END will be returned easily. I am thinking of putting adaily cap on healing maybe equal to x2 level per day or so
 
without a fast paced adventure Healing discipline make Kai Comic Book Heroes, I myself have House Ruled in WP (willpower) as the Flue for many of the "Beyond Mortal Ken" type Disciplines. even then Kai heal much faster than normal people, but it doesn't become a game beaker.
 
Troll66 said:
Hi
Healing discipline - this seems a game buster no? I mean if characters survive a given fight or endurance loss then asssuming a bit of rest is available thenthose lost END will be returned easily. I am thinking of putting adaily cap on healing maybe equal to x2 level per day or so

There is a cap on Healing, I believe; it was 20 per book/adventure but I don't have the rules to hand so don't know for certain.
 
Troll66 said:
Hi
Ok say I have armour on worth 2 pts of END. Say I get reduced to 2 points of END...If I took my armour of I would then die? Correct?

Not the way I'd do it. I'd personally use up armour-based Endurance Points first as damage goes through armour to get to the personal EP. So in the example you describe, taking the armour off would make no difference.
 
Random Code said:
Troll66 said:
Hi
Ok say I have armour on worth 2 pts of END. Say I get reduced to 2 points of END...If I took my armour of I would then die? Correct?

Not the way I'd do it. I'd personally use up armour-based Endurance Points first as damage goes through armour to get to the personal EP. So in the example you describe, taking the armour off would make no difference.

I see it the same way, but it raises a question-is the armor destroyed after it's EP are gone? Do you need new armor after that? I've never played it that way, but it kind of makes sense.

Of course, if that were the case, it would make sense that armor gave a lot more EP than it does.
 
Sado said:
I see it the same way, but it raises a question-is the armor destroyed after it's EP are gone? Do you need new armor after that? I've never played it that way, but it kind of makes sense.

Of course, if that were the case, it would make sense that armor gave a lot more EP than it does.

The same questions have crossed my mind.

Alternatively you could go with a house rule that subtracts the armour's EP value from any damage taken each round. So, a leather waistcoat that offers +4EP would reduce each attack gainst the wearer by 4EP. In other words, go with it being damage reduction rather than a bonus to EP. After so many uses* the armour needs heavily repairing (or replacing) to be effective again.

The big issue with this is if you allow armour layering as laid out in the gamebooks - as that would mean the armour reduction could REALLY ramp up and effectively PCs could be nigh on indestructible. Personally I'd say that the highest EP value of all the armour types is the only one that's used to reduce damage or simply not allow layering on EP affecting armour. I'd also rescale the EP values of armour so there's more of a range between the types, say from 1 EP (helm) all the way up to X EP (plate armour), where 'x' is equal to your maximum amount dependent on just how you want to impact on the combat results chart and if you want equipment to be more of a focus in your game. Personnally, I'd go with a scale of 1 to 4:

1 - Helm
2 - Leather Jerkin
3 - Chain Shirt
4 - Plate

That allows for a little bit of customisation but still means the PC's natural CS and EP are important. I would think of combining an armour damage reduction system with a combat skill bonus system for weapon types to offset the varying prices of weaponry and their comparable superiority/inferiority to each other.

* Depends on the circumstances and up to the GM and player to really decide.
 
I think this has been discussed before here, certainly in other places.Think of endurance points as stamina aswell as wounds. If your armour is taking the a small amount of the brunt of weapon blows, you get winded and wounded at a slower rate, and hence you can fight longer.

The 2 EP is to your maximum value only. The 2 EP granted would be the 'temp hit points' that spells in D&D grant. Hence losing those 2 EP isn't actual damage, it represents the fact you are just less exhausted each fight by wounds.


You are mis remembering a Healing cap. Advanced curing lets you restore 20EP per adventure if you get too low. Normal healing just restores points.

The LWMPGB uses healing differently and makes it a WP/ expenditure when in a resting trance.

Healing in the gamebooks isn't a game breaker, but it is certainly a powerful discipine worth the slot.
 
In the New Order Books (21+) you can use Healing/Curing "+1EP per section without combat" but this is capped to restoring 10 points per adventure, in addition to the +20EP Battleheal power.
 
SnowShadow said:
In the New Order Books (21+) you can use Healing/Curing "+1EP per section without combat" but this is capped to restoring 10 points per adventure.

That's the one! Knew I remembered some kind of cap. Thanks SnowShadow.
 
Actually I think capping it is a great idea because if you have Healing/Curing bks 1-12 especially, provided you survive the fights, you never really need Laumspur, etc. Whereas if it is limited it makes much more sense - 'why carry a meal when I can Heal?'. This way you don't need to distinguish between EP lost from hunger, psychic shock, wounds, etc. either: It just heals 10 EP. (If like me you don't like unlimited use of 'Healing hunger').
Aguila Saber suggests a Grand Master's Curing +20EP (once/100 days) Battleheal can be used every other adventure for simplicity, replaced by every adventure when Deliverence (once/30Days) is learnt.
 
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