Healing Magic

Should there be any healing magic in the world of Conan?

  • Only alchemical and herbal things like Wine of Xuthal.

    Votes: 0 0.0%
  • Maybe something like this feat.

    Votes: 0 0.0%
  • Why not a complete Healing Magic Style?

    Votes: 0 0.0%
  • Healing Magic is only good for weaklings and D&D players!

    Votes: 0 0.0%

  • Total voters
    0
LOL...

Well, in situations like that it's just best to make a plan and dont' take damage.

Conan is DEFINITELY not the sort of game for rushing from combat to combat, and that's WHY there's not magickal healing.

:wink:
 
What? Do you want to live forever?
GIFConanValeria6.jpg
:twisted:
 
You have a directory full of these images just to drive your point home when necessary, don't you?

lol
 
I have to go with option 1, but I believe that there should be more herbal options, perhaps berries or leaves from certain plants in certain areas properly prepared will give SOME healing. It would either be learnable by scholars or perhaps Barbarians from the climes maybe even some experianced Borders might know that a specific plant would help. Depending on the plant perhaps double normal healing or a plus to a saving throw vs poison or infection. it sould have a realiistic flavor and in general be Conanesque. Another option would be to have either the kitian or Vendeyian mystics know vertain spells that would permote healing though perhaps with a limiter and may provide the service at a heafty price. I would consider that option since in several tales it states that the Kitians are the formost sorceers in the world.
 
I strongly feel that healing magic should be rare and hard to find. In the original stories, Conan often had to tough it with nothing more than a bandage and his natural vitality. The Conan RPG reflects this with enhanced natural healig and naturally robust character classes. Note the easy access to Endurance and Diehard (then Toughness) and no d4 Hit Dice here!

Conan DID find healing magic in the case of the Golden Wine of Xuthal. I run a Conan game, and the players got some from the Tower of the Elephant adventure. I used this to hit them harder, because they were more likely to survive. But now that they have run out, I have a ready made advenute hook.

Those greedy bastards will do anything to learn the secret recipe! THEN they need to figure out where to find Golden Lotus! I can send them the width of Hyborian and back if I so choose!

On a last note, I should note that though I voted for the first Poll choice, I was very tempted to go with the last.

Conquer on my friends!
 
Wyrmsbane said:
I have to go with option 1, but I believe that there should be more herbal options, perhaps berries or leaves from certain plants in certain areas properly prepared will give SOME healing. It would either be learnable by scholars or perhaps Barbarians from the climes maybe even some experianced Borders might know that a specific plant would help. Depending on the plant perhaps double normal healing or a plus to a saving throw vs poison or infection. it sould have a realiistic flavor and in general be Conanesque. Another option would be to have either the kitian or Vendeyian mystics know vertain spells that would permote healing though perhaps with a limiter and may provide the service at a heafty price. I would consider that option since in several tales it states that the Kitians are the formost sorceers in the world.

IIRC, the book that expands on Borderers includes various additional herbs, including curative such as accacia (sp?)...
 
Personally, I don't feel that healing needs to be included in sorcery, as it has worked fine thus far with just herbs, and a few PC's putting some skill ranks in Heal.

I'm even running adventures meant for D&D in Conan and they are still doing great. I did house rule in a D&D variant rule about "Reserve Points" though that helps a lot with healing down-time.

Each players gets a pool of reserve points equal to their hit points each adventure. They can rest any time during the adventure and convert 1 reserve point to 1 hit point per minute of rest. So they get double hit points, but only for the course of the adventure, so it doesn't interfere with combat or power levels at all, it just reduces the healing downtime. I've been using this for a while now and it works great, speeds up my adventures considerably.
 
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