The problem with my previous proposal Jane is that you can use it only =
once with a certain set of players. what about ongoing campains and =
scenarios?
- - First, the art of healing is not a farmaceutical science. By this I =
mean that medecine are unreliable to a certain extent and that the =
quality of potions vary widelly. If PCs buy antidotes before they leave =
town, they will risk to take with them some completely unuseful potion. =
Was the antidote-maker competent? Did he use the best ingredients? Isn't =
it spoiled? Will the potion survive the hardships of the voyage =
(different temperatures, shaking, etc.)? If players have some bad =
experiences with buyed potions, they will start to understand the value =
of a healer.
- - Second, assume that there are differences in time: diseases change =
over time so that an old potion can no longer be effective to the =
disease or poison (like influenza which requires a new vaccine every =
year).
- - Third, assume that there are differences in space: the local healer =
knows how to deal with the local diseases and poisons but is unable to =
provide potions with more generic efficacy.
- - Forth, make the way the medecine is administred a skill in itself. =
Something like: "to counter disease X you must combine these two potions =
in the exact measure while chanting the song of apease fever", or: "you =
must apply this ailment but be sure not to apply to much or it will =
worsen the effects of the poison and not to apply to few or it will be =
enefective."
Best,
Sergio Mascarenhas
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