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Healing


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Healing
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Eses Fafav
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RE: Healing |
#16
10-02-2015, 01:14 AM
I see healing as a means of repairing, perhaps increasing the rate of regeneration, but not creating tissue . So if someone broke a bone, then it would piece itself together. Though if something is missing, then there would be problems. 

Generally, when my char comes back from something like blood loss, that blood stays gone, and she's gonna be healing like death warmed over until her body catches up. If she's had some of her muscle tissue regenerated, she's gonna be sore, and very reluctant to move around. Healing in the game is miraculous, but coming back from a situation that should by all means leave someone in bed or a coffin should still linger around for a while longer.
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RE: Healing |
#17
10-02-2015, 01:39 AM
I would treat most healing as a increasing the rate of regeneration, with an extra effect to dull the pain one may be feeling. For event like the Grindstone, throw in some extra bandages to help prevent more damage and your good to go for the most part. Still some pain and slower due to blood loss or damage due to muscles slowing you down.

For myself, any damage from one event will carry over a bit IC due to magic not being effective for healing Asmo, leading to potions, thread and bandages being my go to to deal with pain and wounds. I keep a notepad with the different type of damage done to my character with a list of dates, area of damage and the extent of damage so if every brought of his armor, I know I should describe how any scars aside from the major one he has might look. Like do they seem old or fresh, deep or a light graze. But after all this is just what I do, I doubt many would go as far as I would.
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Subasu Etheniav
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RE: Healing |
#18
10-02-2015, 08:06 AM
The way I see it is magical healing has two separate categories.  While in combat, it makes no sense you can wave your hand and poof, all the wounds flitter away. 

For me, healing in combat is more like a magical plug.  You use magic to stop the bleeding your ally has taken, and the magic also removes any and all pain as long as the healer has the means to sustain the magicks in place.  Basically, a man with a broken arm won't be able to lift an axe, not because his arm is broken, but because the pain is too great.  A healer can remove that stimulation of pain and the warrior can continue on as if nothing has happened.  Preventing pain, stopping bleeding and bringing a restoration to their morale is what a cleric brings in battle.

Outside battle, magical healing is more of a quick acceleration of repairing the body's natural healing process.  It takes both energy from the caster and the recipient, as it's his/her body that is the one healing.  A healer must balance his ability to mend the body's regeneration process, stop gap any bleeding, and the over all pain management of his patient.  All of this taxes the healer's magic, while the patient must use vast energies to quickly recover his body.  Depending on the level of the wound, healing can take as little as a few minutes to days or weeks of recovery.  Also, the healer must take note not to overdraw the patients ability to supply their own reserves of energy.
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Eses Fafav
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RE: Healing |
#19
10-02-2015, 08:09 AM
(10-02-2015, 08:06 AM)Subasu Ethenia Wrote: The way I see it is magical healing has two separate categories.  While in combat, it makes no sense you can wave your hand and poof, all the wounds flitter away. 

For me, healing in combat is more like a magical plug.  You use magic to stop the bleeding your ally has taken, and the magic also removes any and all pain as long as the healer has the means to sustain the magicks in place.  Basically, a man with a broken arm won't be able to lift an axe, not because his arm is broken, but because the pain is too great.  A healer can remove that stimulation of pain and the warrior can continue on as if nothing has happened.  Preventing pain, stopping bleeding and bringing a restoration to their morale is what a cleric brings in battle.

Outside battle, magical healing is more of a quick acceleration of repairing the body's natural healing process.  It takes both energy from the caster and the recipient, as it's his/her body that is the one healing.  A healer must balance his ability to mend the body's regeneration process, stop gap any bleeding, and the over all pain management of his patient.  All of this taxes the healer's magic, while the patient must use vast energies to quickly recover his body.  Depending on the level of the wound, healing can take as little as a few minutes to days or weeks of recovery.  Also, the healer must take note not to overdraw the patients ability to supply their own reserves of energy.
I would probably expand on the combat part in saying that adrenaline would play a large part as a compensator for exhaustion once the pain has gone.
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RE: Healing |
#20
10-02-2015, 08:25 AM
I do appreciate everyone seeing right through my question and applying it to the Grindstone. You could probably do that for the whole of my inquisitive posts!

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RE: Healing |
#21
10-02-2015, 08:25 AM
I hadn't thought of that.  I will try to incorporate that.  Thank you.
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RE: Healing |
#22
10-02-2015, 09:31 AM
While I havn't encountered the situation too much in my short Rp career, I tend to agree with what most have posted and from what I've seen of my rp group, who tend to treat injuries and such with a longer lasting effect. We've had people bedridden for days because of an events result, even have someone missing a hand now.

Even my char has a scar from a rather close knife stab. At the time he couldn't heal it himself but even with the Hotsprings nearby it left a scar that gives him a good reminder everyday, and even after two years is still a bit sore to the touch.
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RE: Healing |
#23
10-02-2015, 09:38 AM
(10-01-2015, 05:41 PM)Warren Castille Wrote: I want your thoughts on it. How do you react to being healed by others in RP? Instant recovery? Expedited processes? Do you instantly pop back up, ready to go? What about scars: Do you keep them?

Tell me your opinions on being healed in-character.
If the healer's post is a little unclear on exactly how it works, I poke the player via whispers to ask exactly how the healing affects the injury. Once I find that out, I play it off according to what they say -- whether it be slow knitting, or a boost of regeneration of WHITE FLASH MAGIC INJURY GONE! I just enjoy giving the healer the opportunity to do their thing.

For Berrod's self-healing bit, I've employed a bit of the wolverine effect; very rapid regeneration -- except that it can't heal bone or grow limbs (or eyes) back.

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RE: Healing |
#24
10-02-2015, 09:38 AM
For me, it depends on the severity of the injury, the person doing the healing (are they a conjurer, scholar, or astro), their skill and experience, the spell used, etc. Its all very complicated though Cecilia often doesn't need to be healed as she largely avoids conflict. Besides, she can heal herself.
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RE: Healing |
#25
10-02-2015, 09:57 AM
I'm not sure why Grindstone insists on healing, personally. If someone wants to trudge through the event bruised and bloodied, what difference does it make?

In general, instantaneous healing pretty much removes any real danger from most situations, and that's a bit inconsistent with how the setting is presented, where NPCs do indeed fear for their safety. So magic "poof, you're all better!" healing is probably very rare. In the Conjurer questlines, healing comes up many times, but it's never as simple as wiggling your fingers and suddenly someone's okay. It's usually trying, risky, and not always guaranteed to succeed.

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RE: Healing |
#26
10-02-2015, 10:10 AM
(10-02-2015, 09:57 AM)Kaiz Wrote: I'm not sure why Grindstone insists on healing, personally. If someone wants to trudge through the event bruised and bloodied, what difference does it make?

In general, instantaneous healing pretty much removes any real danger from most situations, and that's a bit inconsistent with how the setting is presented, where NPCs do indeed fear for their safety. So magic "poof, you're all better!" healing is probably very rare. In the Conjurer questlines, healing comes up many times, but it's never as simple as wiggling your fingers and suddenly someone's okay. It's usually trying, risky, and not always guaranteed to succeed.

Because character death is a thing. And if someone goes to the Grindstone hoping to have their character killed off from sustained injuries from one or more rounds, the other people may not be cool with that. It's a matter of consent.

Due to the Grindstone accepting basically all physical combat players regardless of where they fall onto the "realistic" <-> "fantasy" RP meter, it would become an issue if borderline-WoL who has Inner Beast Darkside powering his massive sword-axe went on a mass killing spree at the Grindstone. In the same way, a player might just that "all it takes for my character to die is to get stabbed once." Maybe a little price from the end of Joe Nobody's dull sword was enough to do that. Of course, such was never communicated. And the general rule at Grindstone is "no killing." For an event that's becoming so large all the people can't render on the map in a single view, there's simply too much going on for serious injuries, "losing control", or death.

But at the same time, Grindstone is supposed to be about besting your opponent. I don't generally have Franz swinging for vitals or trying to impaled people. Stopping before and attack or tapping shows he -could- have finished the attack, but injuries are messy. We had a 2-3 hour long "I need all the healers focused on me" person once. And it made coordination incredibly difficult when there were other people who needed RP healing too.

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RE: Healing |
#27
10-02-2015, 10:22 AM
(10-02-2015, 09:57 AM)Kaiz Wrote: I'm not sure why Grindstone insists on healing, personally. If someone wants to trudge through the event bruised and bloodied, what difference does it make?

Basically what Franz said. It was a rule since before I took over, but I like it if only because it also cuts down on the "you beat me but you didn't REALLY beat me" bullshit that gets thrown around regardless. Too many people want to safe face by not losing even when they lose, and healing between rounds just removes one more convenient excuse to get your ass kicked.

It can really diminish the winner's fun by being told "Yeah, well this doesn't count anyway because X Y Z!"

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RE: Healing |
#28
10-02-2015, 10:29 AM
(This post was last modified: 10-02-2015, 10:35 AM by Hammersmith.)
In REAL GRITTY RP TIMEz, instant healing bugs the shit out of me.  It's a sloppy 'instant' solution to what should be a serious problem.  It's a lazy coincidence solution.

Which is fine in SOME CASES.

But it removes impact, consequence, and strugger from stuff that needs weight.  Otherwise people would never die, ever, or ever get crippled, or hurt, or be sick.  These problems exist, it stands to reason that healing does not (most of the time) work like that.

In combat that's Not Grindstone?  Dulling pain, aetheric shields, stopping bleeding, forcing shallow cuts to scar over quickly, those sorts of things are cool, and combat-medicy.  It remains flashy without making it a regenerating limb syndrome or, gods help up, Pheonix Down Death Solutions. A good shield or bleed staunch is the difference between bleeding out or getting shot in the head. Getting an energy rush during an extended skirmish is, legitimately, game changing.

It makes Healers Active Support players in a combat situation and it's -awesome-.

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RE: Healing |
#29
10-02-2015, 10:32 AM
(10-02-2015, 01:14 AM)Eses Fafa Wrote: I see healing as a means of repairing, perhaps increasing the rate of regeneration, but not creating tissue . So if someone broke a bone, then it would piece itself together. Though if something is missing, then there would be problems. 

Generally, when my char comes back from something like blood loss, that blood stays gone, and she's gonna be healing like death warmed over until her body catches up. If she's had some of her muscle tissue regenerated, she's gonna be sore, and very reluctant to move around. Healing in the game is miraculous, but coming back from a situation that should by all means leave someone in bed or a coffin should still linger around for a while longer.
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RE: Healing |
#30
10-02-2015, 10:36 AM
(This post was last modified: 10-02-2015, 10:38 AM by Virella.)
Makes me miss a system I've used in another roleplaying setting; If your character got crippled, well son, enjoy roleplaying your character crippled and heavily debuffed in game for 24 hours of real life time. Same if your character got slapped to execution state (and got saved somehow), you had to endure 72 hours of real life play time before he or she was back on her feet (and your massive debuffs gone). Of course GMs would allow things to happen, to speed up healing if you did a proper event for it and all that, but the general consent was you did something stupid, or someone struck down your character, you had to deal with the consequences.

And character dead was glorious as well; but rerolling another char was super easy as well, okay you might have lost your progression, but with a bit of luck, if you were clever enough to keep your gold not on your person, you could find a way to snatch it back, or else heh, see bandits running of with it (what was great fun as well, I absolutely loved thieves jumping onto me and stealing my currency if I were stupid enough to keep it all on my char). But to stop derailing; once more depends on the situation. Grindstone isn't the place to go lay down for hours, cry in pain due to the reasons people already pointed out above. Other roleplay? Make it as gritty as you want, as long both parties involved enjoy the roleplay.

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