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General Tabletop Discussion
*Pathfinder & Starfinder
The Healing Paradox
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<blockquote data-quote="Fanaelialae" data-source="post: 5947020" data-attributes="member: 53980"><p>I agree with those saying that an incentive to press on is a better approach to the issue. Certainly you can encourage the PCs using in-game carrots and/or sticks, but story approaches aren't always appropriate (the often mentioned delve into a long abandoned tomb filled with undead guardians).</p><p></p><p>Giving PCs a +1 "well rested" bonus to all rolls after spending a night (or week, if you prefer) in comfortable surroundings is one such approach. Obviously, that bonus is lost when the PCs rest elsewhere, encouraging them to press on for as long as possible on the first adventure day. It has the drawback of only working the first day (once the PCs rest in uncomfortable surroundings, any incentive to press on is lost).</p><p></p><p>A method that would work across multiple days is a diminishing xp bonus (which could also be explained as a bonus for being well rested). Perhaps on the first day of adventuring, the PCs gain a +25% xp bonus, which is lost at a rate of -5% for each day they rest. For exceptionally long adventures (Undermountain) you might add waypoints that restore 5% of that bonus when first reached (which might be explained as the restorative properties of a holy shrine, or simply the excitement of reaching the stairs leading down into the next level of the dungeon). Such waypoints would also work for the +1 bonus above.</p><p></p><p>(5% increments might be a bit finicky for some, but you could pretty easily change the above to working in 10% increments.)</p><p></p><p>Personally, I'd much rather use a carrot (well rested bonus), than a stick (deadly wandering monster encounters in the night). The former gives players a reason to push on (because who doesn't want an extra 25% xp!?) while the latter may actually do the reverse (so that they'll have the resources to handle those extra encounters).</p><p></p><p>As to the fully rested issue, I'd recommend looking at it as a matter of percentages. After all, one of the things that really irked me in earlier editions was how a low level, sickly wizard would bounce back from death's door much faster than a high level, tough fighter (when left to heal naturally). If you have them heal based on a percentage of total hp, that problem is solved. Then it's simply a matter of how long you want someone to need to heal naturally from death's door. 2 days = 50% hp. 10 days = 10% hp. If you don't like a fixed healing time, randomize it using dice. (Regdar has 110 hp total and you want him to heal to full after 10 days, on average. Simply allow him to heal 2d10 hp per night.) I think percentage based healing is the way to go.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 5947020, member: 53980"] I agree with those saying that an incentive to press on is a better approach to the issue. Certainly you can encourage the PCs using in-game carrots and/or sticks, but story approaches aren't always appropriate (the often mentioned delve into a long abandoned tomb filled with undead guardians). Giving PCs a +1 "well rested" bonus to all rolls after spending a night (or week, if you prefer) in comfortable surroundings is one such approach. Obviously, that bonus is lost when the PCs rest elsewhere, encouraging them to press on for as long as possible on the first adventure day. It has the drawback of only working the first day (once the PCs rest in uncomfortable surroundings, any incentive to press on is lost). A method that would work across multiple days is a diminishing xp bonus (which could also be explained as a bonus for being well rested). Perhaps on the first day of adventuring, the PCs gain a +25% xp bonus, which is lost at a rate of -5% for each day they rest. For exceptionally long adventures (Undermountain) you might add waypoints that restore 5% of that bonus when first reached (which might be explained as the restorative properties of a holy shrine, or simply the excitement of reaching the stairs leading down into the next level of the dungeon). Such waypoints would also work for the +1 bonus above. (5% increments might be a bit finicky for some, but you could pretty easily change the above to working in 10% increments.) Personally, I'd much rather use a carrot (well rested bonus), than a stick (deadly wandering monster encounters in the night). The former gives players a reason to push on (because who doesn't want an extra 25% xp!?) while the latter may actually do the reverse (so that they'll have the resources to handle those extra encounters). As to the fully rested issue, I'd recommend looking at it as a matter of percentages. After all, one of the things that really irked me in earlier editions was how a low level, sickly wizard would bounce back from death's door much faster than a high level, tough fighter (when left to heal naturally). If you have them heal based on a percentage of total hp, that problem is solved. Then it's simply a matter of how long you want someone to need to heal naturally from death's door. 2 days = 50% hp. 10 days = 10% hp. If you don't like a fixed healing time, randomize it using dice. (Regdar has 110 hp total and you want him to heal to full after 10 days, on average. Simply allow him to heal 2d10 hp per night.) I think percentage based healing is the way to go. [/QUOTE]
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