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Which of the below options do you think should be added to FFRPS?

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Both!
50% (3 votes)
Only #1
33% (2 votes)
Only #2
17% (1 vote)
Neither...
0% (0 votes)
Total votes: 6

Which of the below options do you think should be added to FFRPS

[quote]Why wound points when you have damage points. Admittedly, there arent that many - No, my points are valid. Heal points can heal the damage you have lost. The only problem i can see is when you have multiple injuries. But even then, you can just allocate certain amount of damage to different wounds.[/quote]

What the hell does this mean? Let me break down what exactly I read.

[quote]Why wound points when you have damage points.[/quote]

That's a perfectly logical statement, the issue, having stuff gain 1 WP per Hit Die, can easily be unanswerable when you make up completely random stuff like 'damage points'.

To assist with translating what the hell 'damage points' are, I went to google:

"Damage Points = Falling Points - Absorption Points ... Actual Damage Points are a result of subtracting Absorption Points from Falling Points. ..."

Or perhaps you were arguing for the statement which nerfs healing, but that makes absolutely no sense at all.

Yeah, WTF.

[quote]Admittedly, there arent that many - No, my points are valid. [/quote]

See, making a statement like this is only useful when you A) have points, and B) have points which -ARE- valid. You don't even have A...

[quote]Heal points can heal the damage you have lost.[/quote]

'Heal points', which I can only assume are cure spells, (which HAVE BEEN NERFED SO THAT THEY DON'T HEAL, THEY SPEED UP RECOVERY), is not a good reason at all. Did you read? The entire point of this change is to lessen the chance of a one-hit KO. NO AMOUNT OF 'heal points' ARE GOING TO STOP A ONE HIT KO. Explain to me how a heal spell can stop you from going unconscious when I hit you for 9 damage and your maximum HP is 7.

Or, perhaps, you were arguing for the nerfing of healing spells... um, yeah. That's the most worthless point I've ever heard, then.

[quote]The only problem i can see is when you have multiple injuries. [/quote]

Oh yeah, that's definately a problem. Totally applies.

[quote]But even then, you can just allocate certain amount of damage to different wounds. [/quote]

Are you... making up completely arbitrarily random rules or something? What the hell are you talking about? It's almost as if you got lost on the way to the post office and you accidentally posted this here instead of somewhere else. Or you left out quite a few vital pieces to this warped puzzle that you seem to want to share.

[quote]I suppose i have no right to be posting here.[/quote]

You have every right to post here, provided that it makes sense, or is at least not spam.

[quote]
My loonie.
[/quote]

It's almost as if you intended to post such nonsense in order to aggravate someone and get them to pointlessly get angry just so you could laugh at their emotional outbursts. >=O

"Don't let history... happen to you."

Which of the below options do you think should be added to FFRPS

[quote="Yurith"]My loonie.[/quote]

Yes, your [you're] loonie.

"You see now they're thinking about banning toy guns... And they're going to keep the fuckin' real ones!"

[url=http//bash.org/?239151]Repeating this will totally get you laid.[/url]

Which of the below options do you think should be added to FFRPS

I suppose i have no right to be posting here. Ive never played the system. But from my experience of ADnD, i voted on #2 only. Why wound points when you have damage points. Admittedly, there arent that many - No, my points are valid. Heal points can heal the damage you have lost. The only problem i can see is when you have multiple injuries. But even then, you can just allocate certain amount of damage to different wounds.

My loonie.

Hi everybody!
Hi Dr. Nick

Which of the below options do you think should be added to FFRPS

Here are the changed spells and Healing domain (spells removed are [i]treat minor wounds[/i], [i]treat moderate wounds[/i], and [i]treat critical wounds[/i]):

[size=14]Ease Pain[/size]
Conjuration (Healing)
[b]Level:[/b] Drd 1, Ora/Sag 1
[b]Components:[/b] V, S
[b]Casting Time:[/b] 1 standard action
[b]Range:[/b] Touch
[b]Target:[/b] Creature touched
[b]Duration:[/b] Instantaneous
[b]Saving Throw:[/b] Will negates (harmless)
[b]Spell Resistance:[/b] Yes (harmless)
With a mere touch, you channel healing energy that reduces pain in a living creature. Your touch removes 1d8 points of nonlethal damage. Also, if the target is suffering from pain effects (such as those from symbol of pain), the target is granted a second saving throw, with a +2 bonus to the roll.
This spell does not affect undead as other conjuration (healing) spells do.

[size=14]Remove Pain[/size]
Conjuration (Healing)
[b]Level:[/b] Ora/Sag 5
[b]Components:[/b] V, S
[b]Casting Time:[/b] 1 standard action
[b]Range:[/b] Touch
[b]Target:[/b] Creature touched
[b]Duration:[/b] Instantaneous
[b]Saving Throw:[/b] Will negates (harmless)
[b]Spell Resistance:[/b] Yes (harmless)
You remove pain suffered by a living creature with a quick laying of hands. Your touch removes all nonlethal damage on the target, as well as any pain effects the target may be suffering.
This spell does not affect undead as other conjuration (healing) spells do.

[size=14]Treat Light Wounds[/size]
Conjuration (Healing)
[b]Level:[/b] Drd 2, Ora/Sag 2
[b]Components:[/b] V, S
[b]Casting Time:[/b] 1 standard action
[b]Range:[/b] Touch
[b]Target:[/b] Creature touched
[b]Duration:[/b] Instantaneous
[b]Saving Throw:[/b] Will negates (harmless); see text
[b]Spell Resistance:[/b] Yes (harmless); see text
By slowly passing your hand over a living creature, you channel healing energy that closes wounds, converting 1d8 points of wound damage +1 point per two caster levels (maximum +5) into nonlethal damage.
This spell does not affect undead as other conjuration (healing) spells do.

[size=14]Treat Severe Wounds[/size]
Conjuration (Healing)
[b]Level:[/b] Drd 4, Ora/Sag 4
This spell functions like treat light wounds, except that it converts 2d8 points of wound damage +1 point per two caster levels (maximum +10) into nonlethal damage.

[size=14]HEALING DOMAIN[/size]
[b]Granted Power:[/b] You cast healing spells at +1 caster level.
[b]Healing Domain Spells:[/b]
[b]1 Ease Pain[/b] Heals 1d8 points of nonlethal damage, allows second save against pain effects.
[b]2 Treat Light Wounds[/b] Converts 1d8 points of wound damage +1 point/two levels (max +5) into nonlethal damage.
[b]3 Restore Major Vitality[/b] Cures 3d8 points of vitality damage +1/level (max +15).
[b]4 Treat Severe Wounds[/b] Converts 2d8 points of wound damage +1 point/two levels (max +10) into nonlethal damage.
[b]5 Remove Pain[/b] Heals all nonlethal damage, removes pain effects.
[b]6 Heal[/b] Cures 10 points/level of vitality damage, all diseases and mental conditions.
[b]7 Regenerate[/b] Subject’s severed limbs grow back, heals 3d8 wound damage +1 per two levels above 1st (max +15).
[b]8 Restore Massive Vitality, Mass[/b] Cures 4d8 points of vitality damage +1/level for many creatures.
[b]9 Heal, Mass[/b] As heal, but with several subjects.

The spells and spell lists on the srd have been updated with these modifications. Oh, and no, tab doesn't work. So dumb.

"You see now they're thinking about banning toy guns... And they're going to keep the fuckin' real ones!"

[url=http//bash.org/?239151]Repeating this will totally get you laid.[/url]

Which of the below options do you think should be added to FFRPS

I am not venting here. I appologized for my insults. I didn't really mean it quite like that, I should have been more constructive with my critisim. I just looked at the situation and exclaimed, "Are they blind?!" I feel the many harsh comments were warranted though. I simply threw in a small amount of humor to attempt to get a few chuckles before and after them. I didn't want anything glazed over. I will stand by nearly everything I said. My personal problems simply mean I care even less. If anything, they would make my comments more sad and sullen then heated and angry. As for the game tonight, I already have had it planned what I will do. These new events have nothing at all to do with it. See all of you tonight!

>Stick your finger through it, and scrape the shit out your ass with your finger

Which of the below options do you think should be added to FFRPS

*brings it to PMs, except for an excerpt that is in defense of the other players, too*

[quote="Melubb"]At the last game Keilus was insulted innumerable times, leaving me with a feeling that he was unwanted. I was personally insulted once. [/quote]

And, when we found out that your feelings were hurt, we apologized straightaway.

*goes back to trying to handle the matter privately*

Love and Kisses
- Kae

Which of the below options do you think should be added to FFRPS

Acid -

Ahh, right. I understand your meaning now. I thought you meant fighter as in the class, but I realize you mean fighter as in a combatant. Yeah, healing wound damage does quite literally nothing in combat. However, I thought of a thing or two using suggestions made above that I think will help. See below.

Oh, and at every angle I look at it, the Oracle class (when compared to its brother class, the Sorcerer) is broken. I've thought of many things to try and change that to a more balanced state, and ideas I have are to remove a domain, as well as the bonus feats. I'm not gonna do that yet, actually, until you have time to review it and give me your thoughts on the class and its balance compared to others (I'd compare the class to the Sage and the Sorcerer).

Kae and Mel -

Mel, your insults were poorly executed, especially if you had expected them to be glazed over with humor. She has every right to be mad at you. Now, I more than most realize you've been having problems lately, and I'm really sorry dude. We already discussed that, and I feel your pain. However, try not to vent on here. At least, if you do, avoiding doing so on my thread would be appreciated. Thanks.

Kae, stop threatening to leave the game. I have players on the backburner waiting to get in. If you really don't want to play, don't feel obligated. I [i]want[/i] you as a player, but not if you're going to hold it over me like I [b]need[/b] you as a player. Many people here know that I'm not one to beg people to play my games. You're not doing me a service by playing; I'm doing you a service by DMing.

I would really like it if both of you could try to keep this grudge out of game at least. You're both good enough roleplayers for that, right? Cool. I appreciate it.

In regards to the thread at hand -

After heading to bed, I, as I usually do, thought about the days events as I tried to sleep. I thought over this 'WP doesn't heal right away' system, and I still feel its a valid and worthwhile change. In no way does it weaken healing magic, nor does it shoot to hell an entire character concept or class. As of this posting, [b]both[/b] above suggested changes [b]will be[/b] implimented in FFRPS.

To all those opposed to the change, need I remind you that this is a test game? If it simply turns out to not work; oops! Back it goes to the previous way. No harm, no foul. I'm reasonably certain, though, that a revert will not be necessary, as this change is not damaging.

However, to go along with this implimentation, I did make a realization. The number of [i]treat wounds[/i] spells in the spell chain is simply unnecessary. There don't need to be that many, and as such, I'm going to revise that list today. This means a change in the spells granted by the Healing domain as well, meaning [i]restore vitality[/i] spells will most likely be used to fill in the holes.

I do thank everyone for their input into this change. It shed some light on various topics, and I feel aided in the development of FFRPS.

"You see now they're thinking about banning toy guns... And they're going to keep the fuckin' real ones!"

[url=http//bash.org/?239151]Repeating this will totally get you laid.[/url]

Which of the below options do you think should be added to FFRPS

Actually I think you rather over-reacted. I guess I will have to learn that women will always over-react, and act accordingly. I do not think I was overly harsh. I read Saber's post and decided to take an hour to look over a few things on the SRD he has. You could have easily done the same. I insulted you twice. I made harsh comments a few times. For the insults, I am sorry. I was rather tired at the time of the post. The jokes were there to lighten the mood and counterbalance that. Oh well, Guess I didn't. For the harsh comments though, I think they were deserved for all those pushing for buffs simply because you were blindly arguing. Seriously though, two insults and your ready to leave? What The Fuck?! At the last game Keilus was insulted innumerable times, leaving me with a feeling that he was unwanted. I was personally insulted once. I'm fairly sure I would have more reason to leave, yet I am still going to continue. Stop trying to throw a guilt trip in my direction. Damn woman, now your going to hold a grudge, eh? Go for it. I personally think that is very immature but hey, If that is what you do, awesome. I really don't care. I have had rather bad luck with women in the past two weeks. One more hating me won't really hurt anything.

>Stick your finger through it, and scrape the shit out your ass with your finger

Which of the below options do you think should be added to FFRPS

Stepping in just to address this...

[quote]Just because it's now nonlethal damage means nothing to a fighter.[/quote]

What I meant by that was, in the middle of combat, lethal damage that has been converted into nonlethal damage has absolutely no impact the usefulness/survivability of a fighter in combat. (Besides the whole "don't have to make con checks to stabilize") I think you fairly addressed the point that wound damage isn't -supposed- to go away in mid-battle, though.

As for the oracle being overpowered, I think I'm gonna take a look at the FFRPS SRD and see if Saber and Mel are right O-o. That just doesn't seem fair...

But for now, I return to my vegetative state.

"Don't let history... happen to you."

Which of the below options do you think should be added to FFRPS

[quote="Melubb"]Stop crying and learn how to play your character. Just because you have to actually learn to use your character well to still be inanely more powerful then any other caster isn't his fault. [/quote]

Melubb, if you want to insult me, please restrain yourself from posting it in a public forum. It is rather childish. There is always the PM button if you simply feel you must insult me. Please do feel free to label those PMs with "FLAME" in the title so they can be summarily deleted, though.

The situation was finely handled by Saber and Arch through both the forum and private IMs. Your harsh words certainly were not needed.

They are, in fact, totally uncalled for and extremely unfair.

If this is some passive-agressive bullshit to get me out of the game, just be forthright and tell me you don't want me around. I'll go. Simple as that. I'm not here to create strife. I'm here to have fun.

If I'm mistaken...It's still uncalled for, and you're still not forgiven.

I am not your punching bag. You do not get to go free-for-all and insult me, no matter how angry you are, or how bad your day has been, or this, or that, or the other. [b]I don't give a healthy amount of damn how angst-ridden your life is.[/b] I've got enough private angst of my own that I don't need to share yours, especially publicly.

I am a person. I've got feelings too. Like the flag says, "Don't tread on me." As the bard wrote, "If you prick us, do we not bleed?"

If you have a problem with me, handle it with me in a private matter, with a mediator, if need be. It's rather impolite to be airing your dirty laundry in public. It is unfair to me, and it is unfair to all of the other forum-goers.

Now, let me clarify something, right here, right now:
I was not whining. I was not crying. I was trying to understand. If people are going to be angry at me for trying to understand, then we have a major roadblock here, and we need to get some better communication, because I am not going to sit here and be insulted.

I am a grown woman. I do not have to play these games. I play because I like to. Because I find it fun. I'm playtesting this as a favor to Saber, and because I [i]like[/i] to roleplay. When I stop liking it, when I stop having fun, that's when I stop.

If I am not allowed to bring up another side of the issue, then please explain to me why I am playtesting this system?

If I am not allowed to have an opinion, and to have some difficulties with the way things are presented for explanation, well...Sorry, but I'm just gonna have to go. I will not contort myself to fit into a nice little mold. I do so love my individuality. It [b]is[/b] what makes me [i][b]me[/b][/i], you know.

I'm human. I've got faults. I don't know everything, like you, Saber, and Acid, okay?

I will readily admit, as I have done in the past, that I'm not up to par on either FFRPS or D&D. They are not my forte. I'm sorry that I have a life and a job that prevents me from spending all my waking hours pouring over books like I used to do in my high-school days. If you'd like to have a discussion with me on the ruleset of old WoD, that I can do, because those are the books that I poured over in my highschool days, when I had the time. (Still, I have yet to find someone that can prove me wrong and find a pleasing answer to the eternal question of what a [i]valid [/i]reason for a Strength+Computers roll would be. You can take a shot, if you'd like.)

I do not live for D&D or FFRPS. I expect not to be penalized because of this. I expect to be treated as a real person, with real feelings.

There is only one person involved with this game that has the authority to dress me down, Melubb, and it is not you. That honor belongs to Saber as DM and creator of the system.

Now, as you might have guessed from the overly long post (complete with insomniatic babbling), or the frigidly cold tone, or the occasional (but not overly used) curse word peppering my words above, I am [u][i][b]quite[/b][/i][/u] put out by what you've done, but am restraining myself from devolving to a childish flame war.

I'm not going to demand an apology. People like you always seem to get bent out of shape when I say I think I deserve an apology. (I don't know why. Whenever someone points out that I've upset them, an apology's always the first thing on my lips...or, as it were, from my fingertips. Tee, hee! I made a rhyme....Yes. I'm on drugs. Shut up. I explain that later.)

But I will say this. A well-meaning and heartfelt apology will go a long way to erasing the grudge that I otherwise may very well hold for the rest of time. There's also a certain rare selection of poetry that would help, but I will lend no further clues than that. (I'm [b]such [/b]a literary nerd. I'll lay odds that only my junior year english teacher could guess what I'm talking about there.)

- Kae
"Whether 'tis nobler in the mind to suffer the slings and arrows of outrageous fortune, or to take arms against a sea of troubles and by opposing end them. To die: to sleep." - three guesses. the first two don't count.

P.S. Saber, I hope you're proud of me. I specifically went back through my post and used the forum-format emphasis elements, instead of my normal single-word caps emphasis. [b]All for you. [/b][i]Do I get a cookie, now?[/i]

Note: As I am in the grip of insomnia and crazy-making codiene-laced cough syrup (for my poor mucus-covered, coughed-raw, breathing-hurts-like-fire lungs), please do forgive any and all typos in this post. It has been carefully proofread 4 times, but I cannot guarantee that I have not missed one, two, or even a bazillion mispellings or slight grammar errors, in my current state. Thank you for your kind consideration.

Further note: So that I am not grossly misunderstood, let me again clarify. What upset me was the multiple insults. System stuff's all fine and dandy. I am not angry at any of the system changes discussed, and for the most part, never have been. I have been frustrated that it wasn't being explained in a way that I understood, and I felt that my arguments were not being understood in the way I meant them. But, that's all gravy. The insults, that's what I can't abide by.

Edit: Just because I'm in an increasingly literary-minded silly mood (probably brought on by prescription drugs and lack of sleep), though, in all likelyhood, no one else but me will find this funny:

[b]Aside:[/b] Well, I think I handled that well. Don't you?

Love and Kisses
- Kae

Which of the below options do you think should be added to FFRPS

[quote="ArchDevil"]and kae, i'll kick your ass if you quit. who'll kaybl have to dance with then? vold? hahaha, yeah, right.[/quote]Keilus of course. He is the gay one after all.

Good, I made you laugh. On to business. What the fuck?! The Oracle is underpowered!?! Are you retarded? Lets run some numbers.

First, we must state that the Wizard and Sorcerer are balanced. If you disagree with this, then this argument doesn't hold and raises another issue entirely.

Saber replace the cleric with the Sage. The Cleric was originally better then the wizard in spell-power, and this is reflected by the extra spell the Sage has over the wizard. The Sage has some class abilities whereas the Wizard has some feats. I will concede that if the Wizard and Cleric are balanced, then the Wizard and Sage are balanced.

Now, when we compare the Oracle and Sorcerer, things don't seem nearly as balanced. The Sorcerer was given the ability to cast more spells at the cost of getting them slower and losing great amounts of versatility. The Oracle though, gets not the one spell known like the Sorcerer, he gets 3! 3 spells, one of which is from the cleric list, two are from domains. Oracles are meant to be specialist casters, so choosing from domains really isn't that bad, in fact it could actually help, giving them access to spells they wouldn't otherwise be able to cast. Other then that, the Sorcerer and Oracle are the same.

This means that if the Wizard and Sage are nearly equal in abilities, and the Wizard and Sorcerer are balanced, the Oracle, being much more powerful then the Sorcerer, is more powerful then the Sage or Wizard.

Let us now number-crunch:
All characters are said to have a high enough main statistic to allow for the bonus spell or MP. All characters are 4th level in this example.

Wizard's spell levels: (3 x 1) + (3 x 2) = 9

Sage's spell levels: (5 x 1) + (4 x 2) = 13

Sorcerer's Spell levels: 44 / 2 = 22 (first level spells only), or (44 / 6) * 2 = 14.67 (second level spells only), or 44 - (6 * 4) - (5 x 2) = 10 mp left after casting the same amount of spells at the same level as a Sage.

Oracle's Spell levels: 44 / 2 = 22 (first level spells only), or (44 / 6) * 2 = 14.67 (second level spells only), or 44 - (6 * 4) - (5 x 2) = 10 mp left after casting the same amount of spells at the same level as a Sage.

So wait. The oracle gets 9 spell levels on the Sage [b][i]and[/b][/i] a reasonable selection of spells?! How can you call for buffs for the Oracle? Are you insane? Stupid? Seriously, the Oracle is greatly overpowered, [b]especially[/b] when you compare him to the Sorcerer. Kae, learn to use your spells more effectively. You can still heal inane amounts of damage. In combat, focus on healing VP. Hell, if you do that well, we shouldn't have to care about all this WP crap. Also, [b]it is[/b] magical healing. Thats why the wound closes when you touch it. If someone takes a bullet to the head and are clinging to life and you walk up to them and use your magical healing powers, do you think it would be fair for them to instantly spring back into action as if nothing at all happened? Come on now, Saber created this system to be more realistic. Stop crying and learn how to play your character. Just because you have to actually learn to use your character well to still be inanely more powerful then any other caster isn't his fault. Jesus motherfucking Christ. (On a side note, I guess Jesus really is a motherfucker. Damn.)

>Stick your finger through it, and scrape the shit out your ass with your finger

Which of the below options do you think should be added to FFRPS

jesus fucking christ.

it sounds like you want the oracle's to effectively become a wartime medic.. heal the fallen, and mend the ones that aren't, if possible.

[i]i firmly believe that this idea greatly weakens the class. [/i]

how about some kind of concentration check required to heal WP while in combat? i'll let you determine a dc should you like this idea, but something like 15+Max WP-Current WP

or another idea; how about you change the spells so that they close over time.. say, the spell can heal 1d3 WP, and it heals 1WP per round until the spell has finished. If a 3 is rolled on the d3, then it takes 3 rounds before the spell is completed.

and kae, i'll kick your ass if you quit. who'll kaybl have to dance with then? vold? hahaha, yeah, right.

"Zey goggles! Zey do nutzing!" - Saber, as Arnie

Which of the below options do you think should be added to FFRPS

Edited to nothing. Post no longer holds.

Love and Kisses
- Kae

Which of the below options do you think should be added to FFRPS

Oh, and since (aside from the misunderstanding) no one has voted against the + 1WP/Level modification, it's being implimented right now.

"You see now they're thinking about banning toy guns... And they're going to keep the fuckin' real ones!"

[url=http//bash.org/?239151]Repeating this will totally get you laid.[/url]

Which of the below options do you think should be added to FFRPS

Now that I am no longer at work, I have the time to acknowledge and entirely read over every individual point.

[quote]But...I personally don't like reducing the effectiveness of healers. It's a spell. Isn't it supposed to magically heal? What's the point of having healing spells at all if you're just going to decide that they "cheapen" damage?[/quote]

It is magical healing, and as such it greatly improves a character's healing rate. Without spells, the only way a character heals wound points is either with time (at a rate of 1 per day), or through surgery, which takes a long time, as well as requiring a recovery period afterwards. Not only that, but surgery isn't entirely effective, and can require multiple proceedures. Finally, surgery often costs money, as its rare to find party members with the feat.

[quote]The effectiveness of healer characters is already mightily reduced by having to heal BOTH VP and WP. Why reduce it even more? A healer already has to get into the line of fire when healing in combat, presenting the danger of the HEALER being hurt, and with the low VP and WP scores of Oracles, there's real danger of that character being taken out entirely in the relative blink of an eye.[/quote]

VP for divine spellcasters (other than druids) has been reduced, as I far and above improved their spellcasting capabilities (on the average). Oracles, as it stands, are overpowered. Believe me or don't, that's your choice, but statistically speaking, they are overpowered to their counterpoint, sorcerers. By the numbers alone, oracles win.

Oracles have better saves (having an average fort as opposed to a poor [by the way, I noticed that the sheet that is/was currently uploaded on oracles had an odd discrepancy, which in turn made me fill out your character's fort save wrong. The bonus per level on the oracle.rtf sheet (+.40) was right, but the starting fort save (.33) was wrong. I fixed it on both the sheet and your character sheet.]), more class skills, more known spells, two domains (allowing them additional abilities aside from spells), and bonus feats, all compared to the sorcerer's 'summon familiar', which is a mixed benefit at best (anywho who's played with a familiar for a long time knows that their familiar is very often the target of the DMs aggression).

Not only that listed above, but Oracles also have an insanely powerful ability when it comes to their spells known; at any given day, an oracle can change which spells they know for that day. On top of that, an oracle can, with an hour of meditation and an expenditure of MP, change their spells known mid-day. The sorcerer can't change spells known until 4th level, and only 1 spell at that (a 0th lvl one).

The healer, especially an oracle healer, is incredibly overpowered, especially when feats are involved. The Augment Healing feat adds a huge number of points healed per spell, and then on top of that, the Magic of the Land feat can improve the amount healed even more (admittedly, with a roll, which I'll address later in this post).

Moving on...

[quote]I understand that you don't want a "healing battery" that will help the characters keep fighting, but if you'll realize that with the MP that a single oracle has, versus the number of other characters in the party, if the other characters get any more wounded, it's a MAJOR issue having the Oracle heal everyone. Aelyn had absolutely NO MP left after the escapade last game. Granted, she did use two second level spells healing a non-party member, but you also have to take into account that the party wasn't actually that badly wounded. If they had been, then it would have been impossible to heal everyone at once, without resting. What's the point of a healer, if they can't at least heal everyone nearly to full after a battle (especially a battle so one-sided as the one last night)?[/quote]

I don't mind having a healing battery. To be perfectly honest, it's great. However, there are a few key points I'd like address here.

To start, characters based off of MP get a great number more 'spells per day' than do characters that cast with spells per day. You mentioned you used two 2nd level spells on a nonPC. Look at an equal level sage or druid, and see how many 2nd level spells they can cast in any given day. Assuming they have a stat high enough for bonus spells per day, a druid gets 3, a sage 4. Now, if you really wanted to, a 4th level oracle casting only 2nd level spells would get off (46 / 6 = 8.x) 8 2nd level spells. That's... A lot. Double the best competitor. That's not to mention that you have a domain that improves your healing ability. So you cast your spells better than an equal level character.

[quote]Healing is already a crap-shoot, just like anything else that uses dice. So there were some good rolls last session. There was also a totally wasted spell because of a bad roll. The class shouldn't be penalized because of a few lucky rolls.[/quote]

To address another point, you are right; you were entirely out of MP after bursting on the party. However, much of that MP (imo) was wasted. VP damage heals insanely fast naturally (1 per hour per level, or 4 per hour), and some characters didn't need much healing. Moreover, the combat was over, so there was no need for higher level healing spells. Look at the numbers: A 1st level spell (2 mp) will heal 1d8+4 VP when cast. A 2nd level spell (6 mp) will heal 2d8+9 VP. Three 1st level spells (3d8+12) versus a single 2nd level spell (2d8+9)... There's no comparison. Also, the wound damage suffered by the characters (except, I believe, by Kaybl) was very minimal. Lastly, the only time you really want to use the feat Magic of the Land (which is where you lost the 6 MP for that one spell) is in a dire situation in [i]the heat of battle[/i]. There was no threat of the character suffering any more damage, so his life wasn't in danger.

I guess the biggest thing that seems to be wrong about your perception of healing is that you need to do the most healing with the least number of spells cast. And that's not the case. That's how casters with a limited number of spells per day need to think. MP completely throws that ideology out the window. You want economy out of your spells; you need to weigh options ("Do I need to get this character healed as quickly as possible, or can I draw out the healing and save some MP in the process?").

[quote]It also occurs to me that, if the oracle character had been in on the fight, then there would have been VP replenishment, reducing the WP damage, and thus acting as a "healing battery".

I'll take this time to say that I'm not really a fan of the VP/WP system. It's very confusing, and seems unnecessarily complicated, at least to me.[/quote]

The oracle was assumed to be part of the fight when I designed the encounter, making it a 4 on 3 match, making the fight not so one sided as it was previously stated. Aside from that, I entirely understand your character's role; its an entirely valid one, and I think you've just got a terrible misconception as to how the mechanics of VP/WP play out. It brings about a completely different play style; characters will now fear combat, as one incredibly lucky (and strong) character could take you out very quickly. With this change in play style, all characters need to change how they view basically the entire mechanics side of roleplaying.

I think the reason you find it confusing and complicated is that you've never really cared to learn the system. Combat doesn't interest you (which makes me wonder why you play a game with rules at all, as rules at their very core are to determine who wins when it comes to blows. Freeform RP does exist, after all), so, as far as I could tell, you entirely brushed aside the statistics and the mechanics side of the game itself, leaving you all but in the dark as to how its supposed to work.

[quote]I can see some reasons for doing this to lesser cure spells, being on the receiving end of a cleric many times. Seriously, it does cheapen damage dramatically when you have to wrestle with the enemy cleric in order to do any damage to anything. Intelligent combats quickly degenerate into "kill the cleric".[/quote]

I entirely agree with this sentiment, as it does remove any real 'tactics' combat may present. The healer, logically, is the first target because they're the one that, in the end, is going to deal the most damage. If the biggest damage dealer is just going to keep coming back after you defeat them (until you defeat the healer), who is the logical first target?

I dislike how that works, so I'm proposing the best way I can think of to fix that problem. With this new system, the healer is able to keep the party alive, especially since VP healing has [b]not changed[/b].

[quote]From the sounds of it Kae, you'll never experience why this would be a good change, but trust me, it's ridiculously pointless stabbing someone when their wounds "vanish" because someone cast a level 2 spell on them. Besides, what this actually does has no effect on the afterbattle. All Saber really wants to do is require a healing check to completely remove the damage instead of just casting a spell. In the situation you are talking about, the damage would be cured, just at a rate slower than instantaneous.[/quote]

[quote]What this does, though, completely cheapens healing IN battle. Healing spells alone have no impact on the condition of a character. At the very least, you should lower the level of the spells or seriously work out some alternative (such as something like half of the damage is actually cured instead of just converted, or at the same time, the spell cures nonlethal damage). [b]Just because it's now nonlethal damage means nothing to a fighter.[/b] Of course, in battle, you should be healing VP, not WP, so maybe I'm just exaggerating this issue.[/quote]

Because you are right, that healers should, in battle, be healing VP, not WP, that healing in battle has not been cheapened. It's pointless to waste precious MP on the less potent healing spell. It was that way before the change was made, and it's still the same way now. Healing WP damage was and still is not worth it compared to healing (even an equal amount of) VP. As I mentioned in a previous post, you [i]don't want[/i] a character taking wound damage. Wound damage is bad. So, aside from casting protective spells on a character, how do you prevent wound damage? Healing VP damage. It just makes sense.

I don't understand what you meant by the bolded text (emphasis mine) in that above quote, though, Acid.

[quote]Intelligent combat ALWAYS degenerates into "kill the cleric," on both sides, if there's a cleric.[/quote]

And this proposed change is to fix that. That is and was the point of this, aside from making combat a little more realistic. Again, that's been the goal since the beginning of FFRPS.

[quote]Why have healing spells at ALL if you're going to totally negate the effectiveness of casting in combat? Why not just totally do away with it and use the Healing skill and the Surgery feats of D20 Modern?

What's the POINT of having healing spells if not to mystically do away with wounds?[/quote]

As mentioned above, this doesn't even touch the effectiveness of casting in combat. You simply shouldn't be healing WP in combat. Moreover, this does whisk away damage; it greatly improves healing rate.

[quote]I mean, the effectiveness of healers is REALLY hurt with this system, even before this rule was even thought up. Unless you choose Healing as a domain, you have to allocate double the spell slots than you would have to in D&D to be able to heal, because there's two different types of damage. This SERIOUSLY hurts your spell choice, because the number of spells per level is very small. Even if you DO choose Healing as a domain, only WP regenerating spells are covered, so then you have to allocate slots for the VP regenerating spells, STILL cutting down on the spell flexibility you would have in, say D&D. A Good-aligned cleric in D&D doesn't even HAVE to allocate spell slots to healing spells because of Spontaneous Substitution. I understand that with the MP system, Spontaneous Substitution is kind of superfluous, but the current FFRPS system severely cuts away almost all of the casting flexibility offered by D&D.[/quote]

I have to disagree. At low levels, certainly, you need to spend a fair number of spells known to be able to heal both types of damage. However, you don't need all versions of both types of healing for every level of spell you can cast. Above that, you still have the ability to swap spells, even during the day. And to even compound that, you have far and above the flexibility that a cleric had in D&D. You're merely looking at healing entirely wrong (explained far above). This system requires a shift in the way you think about healing.

I will entirely agree, however, that you do need to spend more effort in healing, as there are two types of damage to be healed. However, this has been addressed by the fact that you have an insanely larger number of spells per day than you did in D&D.

[quote]And now, to totally do away with any effectiveness the Oracle would have in combat by making a rule so that wounds won't be "cheapened"? Pardon me, but I have NEVER once heard ANYONE complain because their character was healed.[/quote]

Addressed already. Aside from what was said above, no where does it state an oracle needs to be a healer. Oracles can make effective damage casters, or even buff casters (more so than a sorcerer could, in many cases). They're not so railroaded into being healers as clerics were.

And no, no one is going to complain they were healed. That's silly and a non-point.

[quote]Ah, wrong. This requires the healer to make REPEATED Heal checks, at least according to the base D&D ruleset. This means more dice rolls, and more chances to fuck up. Excuse me if I think there's already QUITE enough chances to screw up because of crappy dice rolls.

The game is supposed to be fun, not depressing because you can't DO anything.[/quote]

As mentioned by Acid below, a single 'taking 10' will get you pretty good results. Besides, there is no rule in D&D that you can heal damage with a heal check. Lastly, there is no penalties for failing a Heal check.

I'll address your issues with dice rolls later.

[quote]Saber, if you impliment this, I BEG of you to even it out somehow. The Oracle class is already pretty darned dummed down. If you reduce the effectiveness of the ONE thing my character can do well, it's likely to seriously hamper my enjoyment of the game, most especially if I have to take a hit and become suckier, without anything at all to compensate for it.[/quote]

As proven above, the Oracle is wayyy more powerful than you seem to acknowledge. Aside from that, your character does that one thing well, for certain. As far as balance is concerned, [b]too[/b] well. That is bad from a designer's stand point, as game balance is a constant issue that needs to be evaluated and re-evaluated. This is that process. I noticed you were able to do far and above way too much healing, and without saying "Oops, less MP for you" or "Your spells heal half as much", I merely changed how long it takes for a single spell string to fully heal a character. I also added a way to speed it up, as well as add a use for a previously, imo, useless skill! Definately a two birds-one stone situation, if you ask me.

[quote]I still say I don't see the point of this. It's a SPELL. If you're going to cut the effectiveness of the healing spells, why not cut the effectiveness of EVERY spell? If healing spells are only going to be half as good, then a Fireball should only do half the damage it does now, for example.

It's MAGIC. It's not like we're going "Time out!" and bandaging and making salves and poultices and shit in the middle of battle to fix the wounds. It's a spell. It's divine healing magic. If that "cheapens" damage, then you should just cut out ALL divine casting. What you want to to basically gelds the class of the main thing that makes it useful and fun to play. Why even HAVE the Oracle class? Why have any magic at all?[/quote]

This doesn't cut the effectiveness of healing spells by a half, by a quarter, or by anything for that matter, for each reason listed above. That aside, you're still thinking far too narrow when it comes to the oracle class, and what it can do. Oracle is not Healer. The white mage PrC (which is a work in progress, that got a lot farther this morning and will be completed by the game tomorrow night) is Healer. That, as well as some minor other abilities, is what the White Mage does. Heal.

[quote]*Note and disclaimer: Caps are for emphasis. I am not angry. These are merely points that should be brought up for consideration, just as others bring points for consideration.[/quote]

Self nit-pick: CAPS are for SHOUTING. Bold and italics are for emphasis.

[quote]i see a problem with #1..

any character with a negative con, is going to have 0wp at first lvl.. or how will that work?

the whole #2 thing confuses the fuck out of me.. so.. whatever.
this is what i understand.

character A has 10wp normally (healthy). A gets thumped by something, and loses 6wp. character B casts treat wounds on A and heals 5wp and A goes on like only 1 wp was dealt to him moments ago.

the above is what happens now.

from what i understand, you want that 5wp to be healed into subdual damage.

i don't like that idea. that greatly takes away from what a healer can do. please, correct me if i'm wrong.[/quote]

All addressed.

[quote]maybe implement an idea such as this; when a character is fatigued, (caused from taking wp damage and failing one of the 2 fort checks), and takes MORE wp damage, he also gains half of whatever given WP damage in subdual damage as well.
If the character is exhausted, he takes the same number of WP damage and subdual damage.[/quote]

That would knock a character out twice as fast, completely defeating characters with ease. There's already penalty in effect for being fatigued (-2 str and dex, can't run or charge, -2 to fort saves vs WP damage) and exhausted (-8 str and dex, can't run or charge, -4 to fort saves vs WP damage). There doesn't need to be any more.

Also, everything Acid said above I pretty much agree with and mentioned in here, except for this:

[quote]On another note, I think that if you do make these changes to the cure wounds spells, lower the level of the spell.[/quote]

I feel that they're at the correct level as is. The whole point of having them at the level they are is to make it difficult to heal wound damage. Not changing.

"You see now they're thinking about banning toy guns... And they're going to keep the fuckin' real ones!"

[url=http//bash.org/?239151]Repeating this will totally get you laid.[/url]

Which of the below options do you think should be added to FFRPS

[quote]any character with a negative con, is going to have 0wp at first lvl.. or how will that work? [/quote]

people with negative cons are dead =P, but seriously, it's based on con score, not con mod, else common humans would have 1 WP and 0 VP...

[quote]Why have healing spells at ALL if you're going to totally negate the effectiveness of casting in combat?[/quote]

It's not like healing spells no longer work at all. All that's been said is that damage is not instantly healed, it is merely being weakened so that people who are NOT clerics still have a chance (or for flavor reasons, I don't know). VP Cure spells still function fully, and I'm positive this change won't completely make healing completely useless in general.

[quote]Pardon me, but I have NEVER once heard ANYONE complain because their character was healed. [/quote]

However, I have heard MANY people complain because the ogre who was shot 9 times in the face is suddenly as bright as rain because the cleric rolled good cure rolls.

[quote]Ah, wrong. This requires the healer to make REPEATED Heal checks, at least according to the base D&D ruleset. This means more dice rolls, and more chances to fuck up. Excuse me if I think there's already QUITE enough chances to screw up because of crappy dice rolls. [/quote]

Look up Taking 10 and Taking 20, and also, unless Saber's changed something, there isn't much of a penalty for screwing up a heal check, other than a wasted turn (which you happen to have plenty of usually in noncombat)

[quote]The game is supposed to be fun, not depressing because you can't DO anything. [/quote]

Again, it's not like we're surgically removing the oracle's arms and legs and putting a cap on their intelligence score so that all oracles have animal intelligence.

On another note, I think that if you do make these changes to the cure wounds spells, lower the level of the spell.

"Don't let history... happen to you."

Which of the below options do you think should be added to FFRPS

To reply to Arch's concern about #1:

It's not 1 per level plus Con mod... It's 1 per level plus con score.

So, a guy with 6 con at 1st level would have 7 wound points.

In regards to everyone's concern about the 2nd one:

It does and does not degrade the abilities of a healer. In combat, a healer should be most concerned with healing VP, for a couple of reasons. #1, its far easier to heal VP than WP (1st lvl 1d8+1 VP vs 1d3 WP). #2, WP damage is far more devastating than VP damage (WP damage can fatigue, exhaust, or knock out a character). #3, VP is lost before WP.

With the proposed mod, a character gets 'healed'. In your example, Arch, the character with 10 WP takes 6 WP damage. He has the following:

MaxWP - 10
CurWP - 4

I'm gonna mix it up and say he gets healed for 2 with a spell. He now looks like this.

MaxWP - 10
CurWP - 6 (2)

So, now, say the guy gets hit again for 5 damage. Now, he gets knocked unconscious, but he's not bleeding out. Why?

MaxWP - 10
CurWP - 1 (2)

The guy's nonlethal is more than his current, he's knocked out for 10 minutes, and he's not bleeding out. If he takes some more damage (to put his current WP under 0, he'll be bleeding out.

This allows healers to still prevent characters from dying, and, as a bonus, it allows me to give a real answer as to what is exactly required to stop a character from bleeding.

This makes damage more realistic (the whole reason I set up FFRPS to use VP/WP as opposed to HP in the first place), and, as Acido pointed out, turned the focus of combat away from 'kill the cleric' back to simply defeat everyone. Certainly, the healer is still going to be a good target, cuz they can still restore VP, and can prevent other characters from dying in combat, even if they do fall.

Regarding spells that remove nonlethal damage, I already planned on another string of spells, known as 'Remove Pain', which will work similar to how the Heal skill plus a Medical kit would work now (which is, remove nonlethal damage). This allows a pure spell-based healer to completely remove wound damage, even in combat, but at a slightly greater cost.

The whole point of this, in the end, is to make it so combat doesn't drag on forever. As it stands, FFRPS combat will innately last longer, as ACs are higher, characters have more 'hit points', they have access to 'damage reduction' (see AR) at any level, and yet to hit bonuses and damages (excluding some spell damage) are unchanged and unincreased. With this change, combat is likely not to continue unto eternity as the spellcaster continues to pump spells into the party, keeping them alive indefinately.

And that, friends, is my 1000th post. Thank you, and good night.

"You see now they're thinking about banning toy guns... And they're going to keep the fuckin' real ones!"

[url=http//bash.org/?239151]Repeating this will totally get you laid.[/url]

Which of the below options do you think should be added to FFRPS

i see a problem with #1..

any character with a negative con, is going to have 0wp at first lvl.. or how will that work?

the whole #2 thing confuses the fuck out of me.. so.. whatever.
this is what i understand.

character A has 10wp normally (healthy). A gets thumped by something, and loses 6wp. character B casts treat wounds on A and heals 5wp and A goes on like only 1 wp was dealt to him moments ago.

the above is what happens now.

from what i understand, you want that 5wp to be healed into subdual damage.

i don't like that idea. that greatly takes away from what a healer can do. please, correct me if i'm wrong.

maybe implement an idea such as this; when a character is fatigued, (caused from taking wp damage and failing one of the 2 fort checks), and takes MORE wp damage, he also gains half of whatever given WP damage in subdual damage as well.
If the character is exhausted, he takes the same number of WP damage and subdual damage.

"Zey goggles! Zey do nutzing!" - Saber, as Arnie

Which of the below options do you think should be added to FFRPS

[quote="Acid_Trees"]Intelligent combats quickly degenerate into "kill the cleric".[/quote]

Intelligent combat ALWAYS degenerates into "kill the cleric," on both sides, if there's a cleric.

Why have healing spells at ALL if you're going to totally negate the effectiveness of casting in combat? Why not just totally do away with it and use the Healing skill and the Surgery feats of D20 Modern?

What's the POINT of having healing spells if not to mystically do away with wounds?

I mean, the effectiveness of healers is REALLY hurt with this system, even before this rule was even thought up. Unless you choose Healing as a domain, you have to allocate double the spell slots than you would have to in D&D to be able to heal, because there's two different types of damage. This SERIOUSLY hurts your spell choice, because the number of spells per level is very small. Even if you DO choose Healing as a domain, only WP regenerating spells are covered, so then you have to allocate slots for the VP regenerating spells, STILL cutting down on the spell flexibility you would have in, say D&D. A Good-aligned cleric in D&D doesn't even HAVE to allocate spell slots to healing spells because of Spontaneous Substitution. I understand that with the MP system, Spontaneous Substitution is kind of superfluous, but the current FFRPS system severely cuts away almost all of the casting flexibility offered by D&D.

And now, to totally do away with any effectiveness the Oracle would have in combat by making a rule so that wounds won't be "cheapened"? Pardon me, but I have NEVER once heard ANYONE complain because their character was healed.

[quote="Acid_Trees"]Besides, what this actually does has no effect on the afterbattle. All Saber really wants to do is require a healing check to completely remove the damage instead of just casting a spell.[/quote]

Ah, wrong. This requires the healer to make REPEATED Heal checks, at least according to the base D&D ruleset. This means more dice rolls, and more chances to fuck up. Excuse me if I think there's already QUITE enough chances to screw up because of crappy dice rolls.

The game is supposed to be fun, not depressing because you can't DO anything.

Saber, if you impliment this, I BEG of you to even it out somehow. The Oracle class is already pretty darned dummed down. If you reduce the effectiveness of the ONE thing my character can do well, it's likely to seriously hamper my enjoyment of the game, most especially if I have to take a hit and become suckier, without anything at all to compensate for it.

I still say I don't see the point of this. It's a SPELL. If you're going to cut the effectiveness of the healing spells, why not cut the effectiveness of EVERY spell? If healing spells are only going to be half as good, then a Fireball should only do half the damage it does now, for example.

It's MAGIC. It's not like we're going "Time out!" and bandaging and making salves and poultices and shit in the middle of battle to fix the wounds. It's a spell. It's divine healing magic. If that "cheapens" damage, then you should just cut out ALL divine casting. What you want to to basically gelds the class of the main thing that makes it useful and fun to play. Why even HAVE the Oracle class? Why have any magic at all?

*Note and disclaimer: Caps are for emphasis. I am not angry. These are merely points that should be brought up for consideration, just as others bring points for consideration.

Love and Kisses
- Kae

Which of the below options do you think should be added to FFRPS

I can see some reasons for doing this to lesser cure spells, being on the receiving end of a cleric many times. Seriously, it does cheapen damage dramatically when you have to wrestle with the enemy cleric in order to do any damage to anything. Intelligent combats quickly degenerate into "kill the cleric".

From the sounds of it Kae, you'll never experience why this would be a good change, but trust me, it's ridiculously pointless stabbing someone when their wounds "vanish" because someone cast a level 2 spell on them. Besides, what this actually does has no effect on the afterbattle. All Saber really wants to do is require a healing check to completely remove the damage instead of just casting a spell. In the situation you are talking about, the damage would be cured, just at a rate slower than instantaneous.

What this does, though, completely cheapens healing IN battle. Healing spells alone have no impact on the condition of a character. At the very least, you should lower the level of the spells or seriously work out some alternative (such as something like half of the damage is actually cured instead of just converted, or at the same time, the spell cures nonlethal damage). Just because it's now nonlethal damage means nothing to a fighter. Of course, in battle, you should be healing VP, not WP, so maybe I'm just exaggerating this issue.

"Don't let history... happen to you."

Which of the below options do you think should be added to FFRPS

To be totally truthful, combat confuses the fuck out of me. Whatever you think would make that better, fine with me.

But...I personally don't like reducing the effectiveness of healers. It's a spell. Isn't it supposed to magically heal? What's the point of having healing spells at all if you're just going to decide that they "cheapen" damage?

The effectiveness of healer characters is already mightily reduced by having to heal BOTH VP and WP. Why reduce it even more? A healer already has to get into the line of fire when healing in combat, presenting the danger of the HEALER being hurt, and with the low VP and WP scores of Oracles, there's real danger of that character being taken out entirely in the relative blink of an eye.

I understand that you don't want a "healing battery" that will help the characters keep fighting, but if you'll realize that with the MP that a single oracle has, versus the number of other characters in the party, if the other characters get any more wounded, it's a MAJOR issue having the Oracle heal everyone. Aelyn had absolutely NO MP left after the escapade last game. Granted, she did use two second level spells healing a non-party member, but you also have to take into account that the party wasn't actually that badly wounded. If they had been, then it would have been impossible to heal everyone at once, without resting. What's the point of a healer, if they can't at least heal everyone nearly to full after a battle (especially a battle so one-sided as the one last night)?

Healing is already a crap-shoot, just like anything else that uses dice. So there were some good rolls last session. There was also a totally wasted spell because of a bad roll. The class shouldn't be penalized because of a few lucky rolls.

It also occurs to me that, if the oracle character had been in on the fight, then there would have been VP replenishment, reducing the WP damage, and thus acting as a "healing battery".

I'll take this time to say that I'm not really a fan of the VP/WP system. It's very confusing, and seems unnecessarily complicated, at least to me.

In closing, it may not seem like a big deal, but as a the person playing the character that's geared to heal (you know, the one totally NOT suited for combat, just the way I like it?), I see major problems with change #2.

That said, it's your system, your game. You can do as you please with it. I'm just giving you another point of view.

Love and Kisses
- Kae

Healing and Wound Points

Thus so far, in this test game I've noticed a select few things that have kind of bothered me with FFRPS's mechanics. I'll list them below, and I'd like some feed back as to why you chose your vote above.

#1) Wound Points. The system seems to work well enough after combat has been established and the characters get wounded slowly. What I don't like is that characters are terribly vulnerable to the lucky one-hit KO. While I don't want to remove that possibility, I would like the lessen the chance of it somewhat.

What I've come up with to fix this issue is to give creatures that don't gain Wound Points with Hit Dice (basically, all creatures not constructs, oozes, plants, and undead) 1 Wound Point per HD. So, at 20th level, any given character is going to have at least Con + 20 wound points. I feel that this is a valid modification as it improves the value of a high Armor Rating, as well as simply lessening the chance some crazy with a great axe can take your character from full wounds to negative numbers in a single hit.

#2) Healing (specifically healing wound point damage). I noticed this particularily when, in the most recent session, a major character took an arrow to the chest and was healed by an oracle. The oracle cast a single spell and removed all of the wound damage to the character. That left an odd taste in my mouth, because, as per the rules, he shouldn't really be showing any real effects from the damage, other than any fatigue suffered. This kind of cheapened the damage and made it all just 'go away' with but a single spell.

What I've come up with to change this is to change how spells that heal wound damage actually go about removing that wound damage. My proposal is thus: Whenever a [i]treat wounds[/i] spell is cast on a target, the rolled number of wound points healed are turned into nonlethal wound damage, which then go away at their normal rate (1 per ten minutes). This rapidly quickens the healing process, and still leaves a visable effect left behind from the bodily injury, even aside from the fatigue.

In addition, I thought that it'd be nice to make the Heal skill have a valid use again, and have a character be able to use a Medical Kit and the Heal skill to remove nonlethal wound damage. So, a [i]treat wounds[/i] spell combined with a good Heal check (and a use of the Medical Kit) could bring a character back to full fighting shape relatively quickly.

Here are the proposed spell changes:

[size=14]Ease Pain[/size]
Conjuration (Healing)
[b]Level:[/b] Drd 1, Ora/Sag 1
[b]Components:[/b] V, S
[b]Casting Time:[/b] 1 standard action
[b]Range:[/b] Touch
[b]Target:[/b] Creature touched
[b]Duration:[/b] Instantaneous
[b]Saving Throw:[/b] Will negates (harmless)
[b]Spell Resistance:[/b] Yes (harmless)
With a mere touch, you channel healing energy that reduces pain in a living creature. Your touch removes 1d8 points of nonlethal damage. Also, if the target is suffering from pain effects (such as those from symbol of pain), the target is granted a second saving throw, with a +2 bonus to the roll.
This spell does not affect undead as other conjuration (healing) spells do.

[size=14]Remove Pain[/size]
Conjuration (Healing)
[b]Level:[/b] Ora/Sag 5
[b]Components:[/b] V, S
[b]Casting Time:[/b] 1 standard action
[b]Range:[/b] Touch
[b]Target:[/b] Creature touched
[b]Duration:[/b] Instantaneous
[b]Saving Throw:[/b] Will negates (harmless)
[b]Spell Resistance:[/b] Yes (harmless)
You remove pain suffered by a living creature with a quick laying of hands. Your touch removes all nonlethal damage on the target, as well as any pain effects the target may be suffering.
This spell does not affect undead as other conjuration (healing) spells do.

[size=14]Treat Light Wounds[/size]
Conjuration (Healing)
[b]Level:[/b] Drd 2, Ora/Sag 2
[b]Components:[/b] V, S
[b]Casting Time:[/b] 1 standard action
[b]Range:[/b] Touch
[b]Target:[/b] Creature touched
[b]Duration:[/b] Instantaneous
[b]Saving Throw:[/b] Will negates (harmless); see text
[b]Spell Resistance:[/b] Yes (harmless); see text
By slowly passing your hand over a living creature, you channel healing energy that closes wounds, converting 1d8 points of wound damage +1 point per two caster levels (maximum +5) into nonlethal damage.
This spell does not affect undead as other conjuration (healing) spells do.

[size=14]Treat Severe Wounds[/size]
Conjuration (Healing)
[b]Level:[/b] Drd 4, Ora/Sag 4
This spell functions like treat light wounds, except that it converts 2d8 points of wound damage +1 point per two caster levels (maximum +10) into nonlethal damage.

[size=14]HEALING DOMAIN[/size]
[b]Granted Power:[/b] You cast healing spells at +1 caster level.
[b]Healing Domain Spells:[/b]
[b]1 Ease Pain[/b] Heals 1d8 points of nonlethal damage, allows second save against pain effects.
[b]2 Treat Light Wounds[/b] Converts 1d8 points of wound damage +1 point/two levels (max +5) into nonlethal damage.
[b]3 Restore Major Vitality[/b] Cures 3d8 points of vitality damage +1/level (max +15).
[b]4 Treat Severe Wounds[/b] Converts 2d8 points of wound damage +1 point/two levels (max +10) into nonlethal damage.
[b]5 Remove Pain[/b] Heals all nonlethal damage, removes pain effects.
[b]6 Heal[/b] Cures 10 points/level of vitality damage, all diseases and mental conditions.
[b]7 Regenerate[/b] Subject’s severed limbs grow back, heals 3d8 wound damage +1 per two levels above 1st (max +15).
[b]8 Restore Massive Vitality, Mass[/b] Cures 4d8 points of vitality damage +1/level for many creatures.
[b]9 Heal, Mass[/b] As heal, but with several subjects.

I think that the above two modifications to FFRPS's rules really gives the combat system more functionality and flavor. With the first rule change, characters can slowly take more and more bodily punishment, while, with the second rule change, characters can't just keep taking damage in combat, just because they've got a healing battery backing them up; eventually that nonlethal damage will catch up with them, and they'll be knocked out.

So, with that, please post your thoughts below after voting. Thanks!

EDIT: Added the spells and the Healing domain modification.

"You see now they're thinking about banning toy guns... And they're going to keep the fuckin' real ones!"

[url=http//bash.org/?239151]Repeating this will totally get you laid.[/url]