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General Tabletop Discussion
*Pathfinder & Starfinder
The Healing Paradox
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<blockquote data-quote="delericho" data-source="post: 5946244" data-attributes="member: 22424"><p>Even that doesn't help - if the PCs reach their maximum, they'll still endeavour to take a second Extended Rest, and so continue with the healing.</p><p></p><p>How about this: when a character first takes damage in combat, he becomes Bloodied. A character who is not Bloodied cannot be healed, and receiving any amount of healing removes the Bloodied condition.</p><p></p><p>When the character takes a short rest, they may use charges from a healer's kit to spend Hit Dice to heal. Whether they do so or not, the Bloodied condition is removed at the end of the rest.</p><p></p><p>When the character takes an Extended rest, they regain all of their Hit Dice, and if Bloodied may additionally roll a single Hit Die (to represent overnight healing). When they waken, they lose the Bloodied condition.</p><p></p><p>Between adventures, characters regain their full hit points.</p><p></p><p>--</p><p></p><p>The other option is simply to make all healing non-renewable resources. So there are no Cleric spells that grant healing - healing magic is all ritual-based and has some associated cost (or there are potions, scrolls, or whatever). But even under this model, you would probably have to remove overnight healing entirely, or else there's a good chance the party will just make camp for a week while they recover!</p><p></p><p>(Besides, that's almost certainly too radical a change to the Cleric to ever be considered.)</p></blockquote><p></p>
[QUOTE="delericho, post: 5946244, member: 22424"] Even that doesn't help - if the PCs reach their maximum, they'll still endeavour to take a second Extended Rest, and so continue with the healing. How about this: when a character first takes damage in combat, he becomes Bloodied. A character who is not Bloodied cannot be healed, and receiving any amount of healing removes the Bloodied condition. When the character takes a short rest, they may use charges from a healer's kit to spend Hit Dice to heal. Whether they do so or not, the Bloodied condition is removed at the end of the rest. When the character takes an Extended rest, they regain all of their Hit Dice, and if Bloodied may additionally roll a single Hit Die (to represent overnight healing). When they waken, they lose the Bloodied condition. Between adventures, characters regain their full hit points. -- The other option is simply to make all healing non-renewable resources. So there are no Cleric spells that grant healing - healing magic is all ritual-based and has some associated cost (or there are potions, scrolls, or whatever). But even under this model, you would probably have to remove overnight healing entirely, or else there's a good chance the party will just make camp for a week while they recover! (Besides, that's almost certainly too radical a change to the Cleric to ever be considered.) [/QUOTE]
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