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General Tabletop Discussion
*Pathfinder & Starfinder
The Healing Paradox
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<blockquote data-quote="Li Shenron" data-source="post: 5946612" data-attributes="member: 1465"><p>Uhm... I don't understand if incomplete healing is wanted because of atmosphere/realism or because people actually like having the extra challenge. I was rather assuming the first, but I'm not sure... </p><p></p><p>The OP pointed out that the PCs normally can just cast all their remaining healing spells at the end of the day and then some on the next day, or in the worst case take a day off and heal everyone. This is for groups that clearly do not like continuining the adventure with a disadvantage. To such a group I just suggest to go ahead with the full-healing nightly rest.</p><p></p><p>But I think there are also many groups which would like damage to be somehow "lingering on" in the following days, but clearly they don't want to feel stupid by purposefully not using healing spells that they could - so <em>this </em>is the actualy problem even if you do not use the full-healing nightly rest.</p><p></p><p>I suggested ability damage because it is less easy to heal, however typically (at least in 3ed) it just means to delay the problem to later levels, at which point also all ability damage can be healed with one spell. But maybe it is also more acceptable to heal easily at high level.</p><p></p><p>Anyway, the idea is not really like the spellbook case: that is <em>very</em> DM's initiative-dependent, while this ability damage would just kick in automatically when meeting the trigger.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 5946612, member: 1465"] Uhm... I don't understand if incomplete healing is wanted because of atmosphere/realism or because people actually like having the extra challenge. I was rather assuming the first, but I'm not sure... The OP pointed out that the PCs normally can just cast all their remaining healing spells at the end of the day and then some on the next day, or in the worst case take a day off and heal everyone. This is for groups that clearly do not like continuining the adventure with a disadvantage. To such a group I just suggest to go ahead with the full-healing nightly rest. But I think there are also many groups which would like damage to be somehow "lingering on" in the following days, but clearly they don't want to feel stupid by purposefully not using healing spells that they could - so [I]this [/I]is the actualy problem even if you do not use the full-healing nightly rest. I suggested ability damage because it is less easy to heal, however typically (at least in 3ed) it just means to delay the problem to later levels, at which point also all ability damage can be healed with one spell. But maybe it is also more acceptable to heal easily at high level. Anyway, the idea is not really like the spellbook case: that is [I]very[/I] DM's initiative-dependent, while this ability damage would just kick in automatically when meeting the trigger. [/QUOTE]
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