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How do you handle Healing/Training times?
blindeye
Monday, February 20, 2012 11:23:14 PM(UTC)

I love Exalted, but I have a hard time convincing my players to enjoy it as much.

One of the main things that crop up every time is Healing Times and Training Times. Both get a big sigh, and I have a hard time convincing them (and myself) that it doesn't interrupt the flow of gameplay.

I mostly am the ST, but I'm recently able to be a PC. I find that I still don't mind still, but do recognize them as a hiccup in game flow.

I'd like two responses for this.

1)How do you handle Healing/Training times in your game WITHOUT Houserules.

2) What Houserules has your group come up with to lessen/ignore/rebalance Healing/Training times.

Help in this matter will greatly breathe more life into my current game, as well as all future games.

animusprimus
Monday, February 20, 2012 11:52:22 PM(UTC)

lol make sure all the opponents are dead and enjoy some well restful time off.

I know that I have been in some situations where my ST had to kind of pull on the reins a bit so my character didnt die, but the world of Exalted is supposed to be hard (especially if your just a mortal). there is no cure 1 through 3 in this game. you may be able to stave off wound penalties for a few scenes but you will always have to have standard healing times. One of my characters had to wait a month and a half in game time before i could begin to think to use him for more adventuring. my solar character barely 1 and a half weeks.
JimB
Monday, February 20, 2012 11:57:46 PM(UTC)

The current boss completely ignores training times, and puts enough time between fights that everyone heals from the like three damage they took. If I ever run a game, I'll try to use training times just to see what the big deal is against using them.
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Synapse
Tuesday, February 21, 2012 12:02:04 AM(UTC)

If they are travelling, training time can be included just by doing that, as well as most healing.

If they need to sleep, that's a lot of healing. If they don't, that's a lot of training.
Plus there are plenty spells, artifacts, manses and charms to circumvent training and healing times.
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Blue Guard
Tuesday, February 21, 2012 12:02:14 AM(UTC)

JimB wrote:
The current boss completely ignores training times, and puts enough time between fights that everyone heals from the like three damage they took. If I ever run a game, I'll try to use training times just to see what the big deal is against using them.


This is pretty much the approach I'm taking with everything in a game I'm running at the moment. Until it causes a problem, it's getting played by the book.
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Ulc
Tuesday, February 21, 2012 12:04:33 AM(UTC)

Don't play MurderHobo's?

Use downtime between story arcs, we're talking about beings that can expect to live for several thousand years if they don't die in battle, and their opponents plan on similar time scales, taking a month off to train, craft and heal are perfectly sensible (though, if you're playing celestials, how are your players actually losing health track?).

I really don't understand the big beef people have with them.

And the bad part with ignoring training times is that it feels a mite silly to go "hey, someone that I'm currently in combat with has [keyword trick #N], yoink to that perfect I needed!". And it really isn't even that long except for when you want to raise Essence.
blindeye
Tuesday, February 21, 2012 12:05:00 AM(UTC)

An example is that one player is a Lunar No Moon Sorceress. We've gained 27 xp up to this point, and she wants to learn her first dot of Linguistics to learn a new language, and then learn a new Spell. She has yet to spend any xp.

Without a mentor, she would require 6 weeks to learn the language, and then 2 weeks to learn the spell. The ST has already given her a book that counts as a mentor for learning the language, dropping her learning time to 3 weeks as normal. She's gotten 2 weeks of training since she begun 20xp ago. Chances are we'll be done the current story arc before she can learn the spell.

Is the intention that you only spend xp in between major adventures?
Zan
Tuesday, February 21, 2012 12:06:06 AM(UTC)

Is there a particular reason why no one at your table wants to take Medicine Charms or Body-Mending Meditation? If it feels like injury interrupts the flow of things, it should - 99.99% of people are inconvenienced when they get hurt. Generally speaking, when one wants to be more of a badass, one studies combat Abilities and Charms... someone studying Medicine would address the problem pretty readily, and likely in an IC fashion, too.

As for training times, we have only two notable houserules that I can remember.

The first is what we call the 2 WP Special: a character may pay 2 temporary willpower points (in addition to any normal XP costs) to instantly learn and purchase a Charm with Essence 3 or below. It makes for dramatic moments of revelation and tide-turning, I've seen. For Essence 4 Charms, 5 WP are required to instantly force that kind of learning. We're not at E5 yet, but I assume those will be impossible to accelerate.

The second is 'background training': a character may, in addition to any other training he's doing, concurrently train one of his Attributes, taking the normal time to do so.
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blindeye
Tuesday, February 21, 2012 12:12:28 AM(UTC)

Zan wrote:
Is there a particular reason why no one at your table wants to take Medicine Charms or Body-Mending Meditation?


The Lunar I just mentioned wanted to play a Medicine Woman. She was very dismayed to find there was no Lunar Charms that helped a Healer concept. The ST worked with her to make some alchemical potions that sped up my Dawn Caste's healing.

If I took Body-Mending Meditation, I'd essentially deprive her of her concept.
Synapse
Tuesday, February 21, 2012 12:14:06 AM(UTC)

blindeye wrote:
Zan wrote:
Is there a particular reason why no one at your table wants to take Medicine Charms or Body-Mending Meditation?


The Lunar I just mentioned wanted to play a Medicine Woman. She was very dismayed to find there was no Lunar Charms that helped a Healer concept. The ST worked with her to make some alchemical potions that sped up my Dawn Caste's healing.

If I took Body-Mending Meditation, I'd essentially deprive her of her concept.

Or greatly facilitate it, considering it can be used to aid healing attempts instead.
Long story short...they are meant to be speedbumps, and I don't mind that. And there are plenty ways to circumvent that if one is willing to invest in such.
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Limited Reagent
Tuesday, February 21, 2012 12:27:25 AM(UTC)

The last couple of Exalted games I ran, I used healing times and training times straight-up, by the book.

With the help of a spreadsheet and a Creation calendar, it wasn't too hard to track training times and healing times. The inclusion of training times meant we forced ourselves to have downtime between adventures to train. That was nice, since we saw some growth of our characters and the world. On the other hand, we probably could've abstracted it and done okay. On other other hand, abstracted training times would've lessened the impact of Training Charms.

(Houserule: We allowed character to force the use of Charms they had all the mins and prereqs for, for 1wp per use, for use of it for one action or less.)

The inclusion of healing times made it so those with healing Charms feel pretty badass. Body-Mending Meditation got plenty of good use. On the other hand, with the downtime we got (and we were a pretty sneaky group, so combat wasn't terribly often), healing times didn't actually come up much.
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Ulc
Tuesday, February 21, 2012 12:28:14 AM(UTC)

blindeye wrote:


The Lunar I just mentioned wanted to play a Medicine Woman. She was very dismayed to find there was no Lunar Charms that helped a Healer concept. The ST worked with her to make some alchemical potions that sped up my Dawn Caste's healing.

If I took Body-Mending Meditation, I'd essentially deprive her of her concept.


Sadly yes, the lunar charmset is a bit dysfunctional when it comes to anything but killing stuff really well or infiltrating places. It would probably be a good idea to homebrew some charms facilitating the healing of others.

But in general, getting cut up should be bloody inconvenient, and the exalts are still human and shouldn't get to circumvent this without investing in it, which none of you have. Personally, I'm fine with healing times being annoying - maybe that'll teach people not to solve all problems with pointy sticks (or large blunt objects for that matter), unless they are willing to risk hurt.


Of course, the other side of the training time/healing time thing is that the ST ought to design things so that you don't face the "world is ending in 21 days, DO SOMETHING", story arcs and between story arcs should carry the possibility of downtime.

Incidentally, the "six weeks to learn first dot" would be less of a problem if the character creation rules didn't make it insanely favorable to create characters that are hypercompetent in a few things, and utterly incapable of crasping that other subjects even exist. But I can rant about that another day.
Ithle
Tuesday, February 21, 2012 12:48:19 AM(UTC)
Not an issue in my games, there are very few times where the PCs have to do something right now or everything will be doomed. And even if that does occur then failure is always an option. A shitty option, but an option none the less. If PCs don't want healing time they can learn charms to speed healing or if they don't want to do that they can try not to take damage in the first place. Exalted combat is known for its lethality so I'd highly recommend the second option. If the PCs want to learn new magic or skills to help them develop then the players can try to find a way to arrange time for it. It's not my problem if they can't find a way to gain a respite to train, it's theirs. Plus, most of my games occur over a time span of two to three years at a minimum (in game, out of game maybe six months to a year).

If you're looking for Lunar healing Flesh-Sculpting Art from GotMH:Luna allows the user to repair Crippling effects so you can theorize that there's a health level replenishment charm that might branch off from that, but yeah, Lunar charms outside of smashing stuff are a bit lacking.
Xanandithras
Tuesday, February 21, 2012 12:57:45 AM(UTC)

Ask you friendly Cecelyne-favored green sun prince to dive into the Verdant Emptiness Endowment Charm tree? "Training times? I don't need no stinkin' training times."
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Korusef
Tuesday, February 21, 2012 2:02:33 AM(UTC)

I am no Lunar expert, but I do recall they have the ability to reproduce any substance they encountered (even magical). You might branch of that that they might be able to develop antitoxin/serum to counter any poison/dissease and secret it for future use...
Thoth
Tuesday, February 21, 2012 2:51:15 AM(UTC)

In my experience both Training and Healing can be so easily broken that its never been an issue.

As with many things it really depends on character setup. But with the right charms, artifacts or manses at character generation, things like Training, Healing, Crafting or background building are absurdly easy for the rest of the game.

Even if you are playing mortals with no special powers, technically as long as you have Resources and Connections, you can hire a supernatural to speed train you or heal you. Or you could just take the simple road and pay a local to tutor you in a mundane skill, that counts as a mentor/teacher.
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"The current MA system is like the Twilight series. Incredibly popular, but an enormous waste of time and effort." - Inugami

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blindeye
Tuesday, February 21, 2012 7:36:25 PM(UTC)

Thanks everyone!

You got me to realize that these limitations are there for you to (in-game) overcome. Healing Times got you down? Buy charms/artifacts/manses to deal with it.

And I also realize that the training times put an important limiter to how often you can learn things. Preventing you from being able to spend your xp mid-battle to get the perfect Charm for that exact moment. Xp is intended to be spent in between story arcs.

However, has anyone seen, or made any Lunar Charms that assist in healing? I'd still like our Medicine Woman healer to have her cake prior to the Lunarrata.
JiveX
Tuesday, February 21, 2012 7:51:15 PM(UTC)

blindeye wrote:
I love Exalted, but I have a hard time convincing my players to enjoy it as much.

One of the main things that crop up every time is Healing Times and Training Times. Both get a big sigh, and I have a hard time convincing them (and myself) that it doesn't interrupt the flow of gameplay.

I mostly am the ST, but I'm recently able to be a PC. I find that I still don't mind still, but do recognize them as a hiccup in game flow.

I'd like two responses for this.

1)How do you handle Healing/Training times in your game WITHOUT Houserules.

2) What Houserules has your group come up with to lessen/ignore/rebalance Healing/Training times.

Help in this matter will greatly breathe more life into my current game, as well as all future games.




As ST its important to remember this nessecity is as much a part of the challenge of the game as anything else. Wounded characters need to find time to rest and recover and characters with XP need to find time to expand their skills, I generally allow this to happen off screen (though occassionally the pace of the game prevents characters from doing so at certain times) one shoudl use this tool as a means of increasing or decreasing the tension of a game. Sure its boring if you sit and heal for two days, but if your wonded ally is forced to hide in a town while they recover from a wound sustained fighting the forces of the Void and the Wyld Hunt turns up and starts looking for the anathema, this can give other characters a time to shine or force players to deal with situations from a non combat perspective. Training times are arder to work into things but also possible. Look at it not as a problem to be fixed but as another challenge.
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Adamant Siaka
Tuesday, February 21, 2012 8:30:16 PM(UTC)

blindeye wrote:
Zan wrote:
Is there a particular reason why no one at your table wants to take Medicine Charms or Body-Mending Meditation?


The Lunar I just mentioned wanted to play a Medicine Woman. She was very dismayed to find there was no Lunar Charms that helped a Healer concept. The ST worked with her to make some alchemical potions that sped up my Dawn Caste's healing.

If I took Body-Mending Meditation, I'd essentially deprive her of her concept.


There is the one - Flesh-Sculpting Art, in Glories: Luna. Tends to bypass an awful lot of Medicine rolls, though, unless you're opposed by a Crippling effect that makes outside healing more difficult.
blindeye
Tuesday, February 21, 2012 9:21:19 PM(UTC)

Adamant Siaka wrote:


There is the one - Flesh-Sculpting Art, in Glories: Luna. Tends to bypass an awful lot of Medicine rolls, though, unless you're opposed by a Crippling effect that makes outside healing more difficult.


Ooh! Thank you for finding this one.

I found another idea. How would this work:

Using 'Sharing the Gifts of Luna' to teach our characters 'Halting the Scarlet Flow'?

Would we have to take all prerequisite Charms first (like the Eclipse ability) or cherry pick from the donor's Charm list. Still subject to the commitment of motes the donor Lunar has to make.

Do we have to re-purchase the Charm every time she un-commits, or can we just not use it unless she re-commits the motes.
Ithle
Tuesday, February 21, 2012 10:03:03 PM(UTC)
blindeye wrote:
Xp is intended to be spent in between story arcs.


Stories need not be constant action. Especially in investigative, intrigue, or espionage stories. I once had a player learn athletics charms after battling a ranged opponent and being forced to withdraw. The rematch was more to his satisfaction.

blindeye wrote:
I found another idea. How would this work:

Using 'Sharing the Gifts of Luna' to teach our characters 'Halting the Scarlet Flow'?

Would we have to take all prerequisite Charms first (like the Eclipse ability) or cherry pick from the donor's Charm list. Still subject to the commitment of motes the donor Lunar has to make.

Do we have to re-purchase the Charm every time she un-commits, or can we just not use it unless she re-commits the motes.


You have to learn the prerequisite charms. You get to keep them, just like Power-Awarding Prana, but once the motes are uncommitted you lose the ability to use the charms. However, I'd be careful about allowing players to share charms like this, you might want to restrict this to mortals and just make a custom charm for healing others. Power Awarding Prana specifically only targets Essence 1 mortals, I'm not sure if the author of Sharing the Gifts of Luna was aware of this and made this useable on anyone on purpose or if that was an accident. Judging by the text of the charm I'd say it's probably an accident.
Aiden
Tuesday, February 21, 2012 10:13:47 PM(UTC)

My group is in serious debt to a pair of Lunar elders with hyperbaric time chamber stuff.

Luckily the pair is smart enough to avoid calling in the debts too onerously when one of the indebted favors goddamn Malfeas Charms.
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Odd_Canuck
Tuesday, February 21, 2012 10:33:48 PM(UTC)

The other question I would have is how do you handle it in other games? Shadowrun by default has a large amount of time needed to learn things and heal up if you get shot. Paranoia it's often easier to shoot yourself in the head and let a clone take over then deal with healing up. Most games have an aspect of healing and/or training times, right down to D&D with slowly healing HP over time. So the question I'd have is what is different about down time in Exalted that makes it apparently worse to the players, compared to the downtime in almost every other game?
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Tale
Tuesday, February 21, 2012 10:52:47 PM(UTC)

In my games I've played them mostly straight. I did introduce a few custom artifacts and plothooks to help with training times. Instead of breaking or bending the rules, I changed the flow of the game a bit to take those into account. In my last campaign, the players were all settled each with their own hideout and places to stay, each with their own issues. This combined with training times made gaming slow until I forced downtime between adventures.

That with a lot of travelling quickly solved most of the problems.

One option that can make the healing lunar feel useful and slightly solves your problem. The Lunar line of 'Den' charms. At a certain point she can speed up or slow down time. This makes it easier for training and healing times. Although I don't have the books with me so I can't check the essence level from when this becomes an option.
Sucal
Tuesday, February 21, 2012 10:57:03 PM(UTC)

Xanandithras wrote:
Ask you friendly Cecelyne-favored green sun prince to dive into the Verdant Emptiness Endowment Charm tree? "Training times? I don't need no stinkin' training times."


That's how I tend to play it, though generally speaking my very friendly Fiend is always happy to lend a helping hand to a worthy enterprise. Now won't you try one of his apples, their nice and gold, to match your anima.
I miss the thank button
blindeye
Tuesday, February 21, 2012 11:37:42 PM(UTC)

Odd_Canuck wrote:
The other question I would have is how do you handle it in other games?... So the question I'd have is what is different about down time in Exalted that makes it apparently worse to the players, compared to the downtime in almost every other game?


This is a good point. In all the games* you mentioned there is relatively inexpensive combat healing. D&D has easily obtainable potions, and nearly every party will have a cleric or other class capable of healing them quickly. In Shadowrun, there is also healing spells, as well a setting and adventure flow that easily allows for long periods of downtime between runs.

esp. in D&D's case, it's essential you have access to these, as the game takes it into account. So, supplying wands and potions in a case where no one is playing a healing class is easy to fix.

In this case, I suppose it's just a shame I didn't realize Lunars weren't made to be healers the way Solars/Wood-aspected DBs are, before she statted out her character. I suppose I'm just backpedaling to avoid a character swap, since I like her concept.

*I am counting dying and having your clone suddenly arrive as 'inexpensive healing'
Thoth
Wednesday, February 22, 2012 12:33:31 AM(UTC)

If you want to be a Lunar Healer, especially one that heals others quickly what you want to do is take all the Lunar heal-self charms and then purchase a Cup of Flowing Blood (Artifact ***). Or just use a Resplendent Satchel of Healing with a Hearthstone.
The Unrepentant Architect of Manse Induced Suffering

"The current MA system is like the Twilight series. Incredibly popular, but an enormous waste of time and effort." - Inugami

Manse Design by Thoth
Mouse
Wednesday, February 22, 2012 2:24:35 AM(UTC)

I use the suggested times unless it's boring. It's often boring. So I tend to have conversations like this:

Player -- OK. So how long is that trip to Nexus going to take?

Me -- Well, what with all the stops you guys have planned, it should take about two weeks. That is, unless something happens to slow you down.

Player -- Alright. I still need to heal from those massive injuries I took in that big fight against the Abyssal Circle that jumped us at the ruins. Is there any way that...

Me -- Yeah. You can be healed up to full when you arrive at Nexus. It's just that you won't be doing anything else but resting on the trip.

That is, healing and training time matters when there isn't a good chunk of down time. Once I start letting weeks or months go by, I stop caring all that much about whether the players need another couple of days to have their guys train up another dot of something.
Jonathonathon
Wednesday, February 22, 2012 2:38:21 PM(UTC)

blindeye wrote:
1)How do you handle Healing/Training times in your game WITHOUT Houserules.

Simply put, travel. If I run a "low" powered game where PCs don't have the ability to scoot across Creation at superhuman speeds, then travel is a great way to allow for healing and training times. I simply write the story to involve a fair amount of travel in between major incidents.

blindeye wrote:
2) What Houserules has your group come up with to lessen/ignore/rebalance Healing/Training times.

One of the best house rules I ever wrote was allowing PCs to spend experience points with three die stunts. By and large one of the coolest moments of any game I've run was when the party's Dawn Caste walked up to the Mask of Winters at the gates of war-torn Lookshy and laid the best speech I've ever heard that player muster, dump the rest of his experience points, then lock swords with the world-ending tyrant.
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blindeye
Wednesday, February 22, 2012 7:31:36 PM(UTC)

Whatever happened to Lick Wounds? Wasn't that a healing Charm for Lunars?
The Hanged Man
Wednesday, February 22, 2012 8:11:17 PM(UTC)

blindeye wrote:
Whatever happened to Lick Wounds? Wasn't that a healing Charm for Lunars?


I only know that name as a Werewolf: the Apocalypse gift. Was it a charm in 1st Ed?

Personally, I tend to forget about healing until reminded of it by my players... a lot like how I "handle" the Knockdown and Infection rules. I'm trying to keep those systems more in mind so that I can actually form some opinions on how they play out, but that's a goal for my next campaign.

Training times, I let players bypass on Charms for (Charm Essence) +1 WP, although that just gets them the charm at the end of the scene instead of instantly, so they don't try to use it during combat. On other things, I'm just super generous with what I count as a "Mentor", and let my players write training into their recent history. "You were learning about Riverspeech by hitting on girls in the Guild Caravan you travelled with the last month and a half? Yeah, OK, you probably had time to have been doing that during the trip." I enforce Essence training times, but I'm thinking about changing that because the gigantic time sink hasn't been too great for my games.
Fanservice
Wednesday, February 22, 2012 8:14:32 PM(UTC)

Quote:
How do you handle Healing/Training times?


Montages.
Sturstryk
Wednesday, February 22, 2012 8:16:57 PM(UTC)
Both as an ST and as a player, I feel that healing time needs to be something that remains an obstacle. Putting oneself in danger has consequences, and being bed-ridden for a while helps drive home this concept. That and healing time makes having a character with Medicine charms INCREDIBLY cool and makes them feel that the investment into those powers is useful for more than performing miracles on the odd mortal extra. In addition, a good ST will find options for drama, conflict, character and plot development while folks are healing up. Say you barely came out of that trapped-to-hell tomb (tm) seriously banged up yet alive and flush with the spoils of your expedition, then suddenly find out that there is a large army of the dead bearing down on the village you're resting in. If you were at full strength, this would be a fight but you'd probably win. At near death's door, the choice to be the hero in the face of very probable death becomes a much more complex and harder decision.

As for training times, this can sometimes be an issue. Sure, there are plenty of charms that help expedite training, and sometimes it's appropriate to the story that a character has to spend the time to develop their awesome instead of just having it handed to them (and yes, hard work and investment DOES make the reward feel better). However, sometimes training certain things does just bog the story down unnecessarily. I personally feel it's up to the ST to gauge when something SHOULD take time and effort learn and when to throw the PCs a bone in the form of an available teacher with training-effect charms or something similar.

As for a house rule, my group implements one which states that if you succeed on a stunt, you can forgo the normal reward and instead apply it to lowering the training time still required on a corresponding stat (charm, skill, attribute, etc) you're trying to learn. The idea is that utilizing your skills and talents in real-world situations, and what's more being AWESOME at it, hones your abilities just as well if not better than simply training. It's possible to even "spontaneously" learn a new ability this way, though our group limits how often this can happen to once a story per character. And yes, our ST calls shenanigans on doing things to force rolls just so we can stunt and shorten the training time.
blindeye
Wednesday, February 22, 2012 8:22:48 PM(UTC)

Sturstryk wrote:
healing time makes having a character with Medicine charms INCREDIBLY cool and makes them feel that the investment into those powers is useful for more than performing miracles on the odd mortal extra.


Yeah, my problem is that there's none of this for Lunars and it feels like there should be.
Roadie
Wednesday, February 22, 2012 8:27:13 PM(UTC)

Fanservice wrote:
Quote:
How do you handle Healing/Training times?


Montages.






Adamant Siaka
Wednesday, February 22, 2012 8:28:48 PM(UTC)

The Hanged Man wrote:
blindeye wrote:
Whatever happened to Lick Wounds? Wasn't that a healing Charm for Lunars?


I only know that name as a Werewolf: the Apocalypse gift. Was it a charm in 1st Ed?


The crappy speedbump precursor to Mother's Touch, which actually healed damage. Lick Wounds itself only gave... bonus dice to resist catching illness and infection.
blindeye
Wednesday, February 22, 2012 10:35:38 PM(UTC)

Ok, so why wasn't Lick Wounds and Mother's Touch ported into 2ed? They're exactly what I'm looking for.
The Hanged Man
Wednesday, February 22, 2012 10:58:16 PM(UTC)

blindeye wrote:
Ok, so why wasn't Lick Wounds and Mother's Touch ported into 2ed? They're exactly what I'm looking for.


Lunar Charm Design, in both editions, consists of several design goals that seem at least comprehensible when viewed individually, if not always reasonable, but then tied together into an unholy Gordian Knot.
Inugami
Wednesday, February 22, 2012 11:37:34 PM(UTC)

Adamant Siaka wrote:
Flesh-Sculpting Art, in Glories: Luna. Tends to bypass an awful lot of Medicine rolls, though, unless you're opposed by a Crippling effect that makes outside healing more difficult.

You still have to roll Medicine to properly and completely diagnose an injury before you can heal it.

Though unfortunately, Flesh-Sculpting Art doesn't restore health levels and there is no canon upgrade that lets it do so.

I've tried writing a number of custom upgrades along those lines, but I've never been satisfied with them.
The other night, I slept on my arm wrong. I woke up in the middle of the night to find not an arm, but a lump of dead meat attached to my body. It took several worrying minutes (spent rubbing and slapping the heavy, rubbery mass) to get blood painfully flowing through the tube again.

Sleep carefully.
ErikM
Thursday, February 23, 2012 5:51:21 AM(UTC)

blindeye wrote:
Ok, so why wasn't Lick Wounds and Mother's Touch ported into 2ed? They're exactly what I'm looking for.

It was, sort of! :-) Second Edition Storyteller's Companion page 59 has the "Healing Blood" charm (Stamina 5, Essence 3) which allows a Lunar to use the "Heal Bashing" and "Heal Lethal" charms on someone else. The latter two are more commonly known as Bruise-Relief Method and Halting the Scarlet Flow, but sometimes I appreciate the Storyteller's Companion for having functional rather than decorative charm names. emotion-4.gif
Adamant Siaka
Thursday, February 23, 2012 7:22:02 AM(UTC)

blindeye wrote:
Ok, so why wasn't Lick Wounds and Mother's Touch ported into 2ed? They're exactly what I'm looking for.


The procedure for 2e Lunars was, justifiably, chucking the vast majority of first edition material into a fire and walking away from it as it blew up. Some sacrifices were made, while some things managed to glide by while still being not so great (Ferocious Biting Teeth, I'm looking at you. Yeah, you may be usable with any attack now, but you've still get far less utility than the basic effect of Piston-Driven Megaton Hammer). Maybe when the in-depth Lunar errata hits... someday. Someday.
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