For those who use World of Dungeons as their rules-set, how do you treat the “Cure” ability that Clerics get? The rules text simply says “(you can attempt to neutralize poisons, remove curses, or heal wounds with a touch).” Do you let it restore lost Hit Points (or allow a re-roll of Hit Points) similar to the D&D version of Cure Light Wounds ?
My current game has centered on an outbreak of a magical infestation which “leaked” into the PCs’ home world from Dis as part of the gradual colonization of their world. My player with the Cleric ability took a specific Kicker that a particular NPC was infected and he had to cure him but was then frustrated that I made him roll for the cure and that his 7-9 result didn’t result in a clear cure. My argument boiled down to: a) in the fiction this is a disease unlike anything you’ve ever seen or treated before. It’s also a magical disease and we don’t know how effective/strong your magic is against it, and b) outside of the fiction you framed a kicker around this so of course it’s going to be hard; you can’t resolve your kicker with a single roll in session one! We had a talk about all the things he could do to pursue the kicker. (Use his extensive alchemical equipment to take a sample of the disease, experiment on cadavers, enter the dream-world to beseech his God, journey to the major city to consult the wise and the holy, etc) but he ended up still kind of frustrated and I felt like I had nerfed his character concept, at least from his perspective. Any thoughts on how I could’ve handled this better?
1) For this game I am using an modified version of the Dungeon World XP system. Players Mark Experience a) on a roll of 6- (which, let me tell you, happens all the time in this game) and b) when they hit one of their Keys in a scene. Each Player wrote two Keys for their character, one of which was tied to their Kicker and one of which was focused on a character trait.