lightbane
Arcane
- Joined
- Dec 27, 2008
- Messages
- 10,550
I don't remember if there were "miracle powers" that healed in the pnp games, but they're easy to justify. Healing with psychic powers is an interesting case. In some cases, it healed just fine but it came at the expense of risking getting corruption points, or even cause further damage. In others it can heal just fine EXCEPT for critical damage, which it seems to be the case here. In others like Regeneration, it's slow healing, but it can heal anything.I'd say it's a more setting specific thing. Healing* should be a miracle of the Emperor, not something random sanctioned psyker #392 can dish out. Well, extremely gifted psykers should be capable of such feats too, as well as daemons and sorcerers, but it shouldn't be a power readily available on every planet.The pnp games hated healing powers as they make combat less dangerous if you can simply knit your wounds at any time
*true healing, with knitting of the flesh and closing of the wounds. In-game Wounds are more like fatigue, not true injuries, so powers restoring these shouldn't be an issue. But they also shouldn't reference healing - just reinvigoration.
Wounds is also a weird system where as long as you don't hit 0, you're fine but, the moment you get critical damage, you're at risk of losing limbs and, what's worse, having your critically wounded character indisposed for some time, which works fine after an adventure but not during it. The idea is that your characters get abilities that makes them always count as "lightly wounded", such as the Autosanguine Talent, which IIRC lets you have magical nanomachines that ensure that you're always lightly wounded even if you're missing a hand, your skin is peeling off and you're bleeding heavily, as you can be patched up with little issue and keep going ala 90s action movie hero.