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General Tabletop Discussion
*Pathfinder & Starfinder
The Healing Paradox
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<blockquote data-quote="chaochou" data-source="post: 5946966" data-attributes="member: 99817"><p>I agree with your whole post. I see a lot of posts talking about tweaking healing rules this way and that - I see almost no discussion of what it is that motivates players to 'push on'.</p><p></p><p>I don't think there's any debate that a tension between risk and reward is a desirable thing. You can change the healing rules all you like to alter the risks. But where's the reward? What is a player balancing that risk against?</p><p></p><p>All these healing tweaks do is attempt to force players to accept higher levels of risk, while providing no compensating reward. Wounds, injury and healing mechanics do not provide motivation - they act as a limiter on it.</p><p> [MENTION=6695556]Wexter[/MENTION] proposed giving characters class-based benefits based on achieving criticals or sneak attacks, etc. I thought that looked a good suggestion. It addresses, at some level, the motivation to keep going.</p><p></p><p>Another alternative is to tie character growth and progression (in D&Ds case, that's XP) into player-defined goals and beliefs. This is the mechanism used in the Burning Wheel.</p></blockquote><p></p>
[QUOTE="chaochou, post: 5946966, member: 99817"] I agree with your whole post. I see a lot of posts talking about tweaking healing rules this way and that - I see almost no discussion of what it is that motivates players to 'push on'. I don't think there's any debate that a tension between risk and reward is a desirable thing. You can change the healing rules all you like to alter the risks. But where's the reward? What is a player balancing that risk against? All these healing tweaks do is attempt to force players to accept higher levels of risk, while providing no compensating reward. Wounds, injury and healing mechanics do not provide motivation - they act as a limiter on it. [MENTION=6695556]Wexter[/MENTION] proposed giving characters class-based benefits based on achieving criticals or sneak attacks, etc. I thought that looked a good suggestion. It addresses, at some level, the motivation to keep going. Another alternative is to tie character growth and progression (in D&Ds case, that's XP) into player-defined goals and beliefs. This is the mechanism used in the Burning Wheel. [/QUOTE]
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