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General Tabletop Discussion
*Pathfinder & Starfinder
Realism vs. Believability and the Design of HPs, Powers and Other Things
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<blockquote data-quote="Tony Vargas" data-source="post: 5894957" data-attributes="member: 996"><p>It's not a hard limit, as there are powers, particularly divine prayers, that break that limit (provide non-surge healing).</p><p></p><p>Indeed. Really, a modular framework could allow quite a range of things, from an ultra-deadly low-fantasy approach where, say, a "hit" kills unless you make a 'death save,' in which case it only wounds you, to a growing number of 'hit points' that absorb hits before start making death saves, to heroic surges, and back to gritty again (but still heroic) with long-term wound tracking. </p><p></p><p>Even one WoCLW is 50 charges, an average of 275 hps of very cheap, quite efficient between-combat healing. In 3.0, the WoCLW was possible, but I didn't see anyone take the idea too seriously - it's a tad ridiculous to go tapping someone with a wand over and over while you 'rest.' By the time 3.5 had been broadly accepted, it seemed like standard issue. </p><p></p><p>The last time I went to KublaCon, the Pathfinder Society had 'advice for new characters' just posted around their area. Among the obvious tips was: "You are responsible for your own healing, have a Wand of Cure Light Wounds or at least a few potions!"</p><p></p><p>I don't doubt that experiences vary, but the 3.x rules made it possible to create low-level wands quite cheaply, and there was no limit but wandering monsters (and other such exigencies) on the time you could spend using them on eachother between combats.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5894957, member: 996"] It's not a hard limit, as there are powers, particularly divine prayers, that break that limit (provide non-surge healing). Indeed. Really, a modular framework could allow quite a range of things, from an ultra-deadly low-fantasy approach where, say, a "hit" kills unless you make a 'death save,' in which case it only wounds you, to a growing number of 'hit points' that absorb hits before start making death saves, to heroic surges, and back to gritty again (but still heroic) with long-term wound tracking. Even one WoCLW is 50 charges, an average of 275 hps of very cheap, quite efficient between-combat healing. In 3.0, the WoCLW was possible, but I didn't see anyone take the idea too seriously - it's a tad ridiculous to go tapping someone with a wand over and over while you 'rest.' By the time 3.5 had been broadly accepted, it seemed like standard issue. The last time I went to KublaCon, the Pathfinder Society had 'advice for new characters' just posted around their area. Among the obvious tips was: "You are responsible for your own healing, have a Wand of Cure Light Wounds or at least a few potions!" I don't doubt that experiences vary, but the 3.x rules made it possible to create low-level wands quite cheaply, and there was no limit but wandering monsters (and other such exigencies) on the time you could spend using them on eachother between combats. [/QUOTE]
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Realism vs. Believability and the Design of HPs, Powers and Other Things
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