Okay, it pains me to skip content, but...You are on a medieval galley and have just been cut by a knife that was who knew where. Anything that breaks the skin can cause an infection, or as pathfinder mechanically calls it filth fever.
Do you want to tempt the kitty's natural instincts with a "weakened prey" drive?I would like to call attention to my modified vote plan. It calls for us to heal and recover from our wounds while still interacting with Ripper the Seacat. Wouldn't it be better to do so in the deck of the ship, in the sun and fresh air, rather than in a dark, misty cabin?
[X] Spend more time with the cat and try to learn more of the odd beast, while taking it easy in order to recover from your wounds. Better to be out in the sun and wind as you mend rather than cooped up in a musty cabin.
I would like to call attention to my modified vote plan. It calls for us to heal and recover from our wounds while still interacting with Ripper the Seacat. Wouldn't it be better to do so in the deck of the ship, in the sun and fresh air, rather than in a dark, misty cabin?
We can heal just as easily, if not moreso, sitting down and leaning up against something on the deck than we can in a cramped cabin that will end up being the very opposite of clean and sanitary.The important part isn't rest, Goldfish, it's getting our wounds properly treated to avoid infection.
Well, the problem is that spells up to third level still allow you to trivialize many problems and narrative conflicts if applied correctly, or even just applied in the most straight forward fashion. So further scarcity measures and world building may apply here.[X] Heal and recover from your wounds under the care of Doctor Zaia
I know magic is going to be more rare in this quest, but I hope it's not so rare that stuff like the most basic sorts of magic healing are difficult to acquire in civilization.
*gets out his heal trap manual*Well, the problem is that spells up to third level still allow you to trivialize many problems and narrative conflicts if applied correctly, or even just applied in the most straight forward fashion. So further scarcity measures and world building may apply here.
I know magic is going to be more rare in this quest, but I hope it's not so rare that stuff like the most basic sorts of magic healing are difficult to acquire in civilization.
Well, the problem is that spells up to third level still allow you to trivialize many problems and narrative conflicts if applied correctly, or even just applied in the most straight forward fashion. So further scarcity measures and world building may apply here.
Except they don't have to do that, because they can go to the local temple, make an offering of at most a fifth of that, and get a CLW spell from a level 1 acolyte. It's still a lot of money, but there's a reason PFSRD supplied a price for on-tap spellcasting. And for all we know those are the adventurer rates[X] Heal and recover from your wounds under the care of Doctor Zaia
The thing that gets ignored with D&D/Pathfinder is: Magic is expensive. By the standards of any D&D/Pathfinder world, your average adventurer is loaded compared to the average townsfolk.
For instance, a potion of Cure Light Wounds (a first level spell) is 50 gold pieces. A mundane craftsman will make somewhere around 10 silver (at most) per week. It would take them the equivalent of 50 weeks (nearly a full year) of work to afford that potion if they didn't buy anything else.
Well, the problem is that spells up to third level still allow you to trivialize many problems and narrative conflicts if applied correctly, or even just applied in the most straight forward fashion. So further scarcity measures and world building may apply here.
Yeah, I get those concerns, but my point is that minimizing magic in this way reintroduces a number of annoying problems that were handwaved away in the basic rules for a reason.[X] Heal and recover from your wounds under the care of Doctor Zaia
The thing that gets ignored with D&D/Pathfinder is: Magic is expensive. By the standards of any D&D/Pathfinder world, your average adventurer is loaded compared to the average townsfolk.
For instance, a potion of Cure Light Wounds (a first level spell) is 50 gold pieces. A mundane craftsman will make somewhere around 10 silver (at most) per week. It would take them the equivalent of 50 weeks (nearly a full year) of work to afford that potion if they didn't buy anything else.
Hopefully we acquire some sort of magic item or find a friendly spellcaster *before* we run into something that cannot be harmed by mundane damage. Yeah. It sucked. We ran. We came so close to a TPK.Yeah, I get those concerns, but my point is that minimizing magic in this way reintroduces a number of annoying problems that were handwaved away in the basic rules for a reason.
Dealing with those problems can be interesting if it's part of the focus of the game, but adding them in for the sake of realism if they aren't detracts from the story.
Balancing possibly dying from an infected knife wound against engaging with the setting/characters could get irritating if we have to do it chronically for mundane stuff.
[X] Heal and recover from your wounds under the care of Doctor Zaia