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General Tabletop Discussion
*Pathfinder & Starfinder
The Healing Paradox
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<blockquote data-quote="Warbringer" data-source="post: 5950072" data-attributes="member: 14391"><p>... Are specifically it's an adventure pacing issue. If their is no story consequence to the players sitting around, ok, there's no consequence. If there is a pacing issue, like temple of elemental, or red hand, or any " ended event" in the story arch, then there is a dramatic shift... Less dramatic shifts are the caravan the heroes are guarding has to get to town for best prices,or their shares are worthless ..( perfect storm)... Or the dragon eats the princess, the bad guys make away with the gold, or sleeping beauty never wakes...</p><p></p><p>But, dms should not punish the heroes just because they don't push on, and the core rules can be written because the players will complain about not having full resources every time they want to take on a challenge...</p><p></p><p>A sensible rule, hit dice pool plus a penalty for falling under 0, creates a baseline of bad injuries suck longer than a single long rest.... Modules then step up healing-> no penalty-> full hits per dice -> full hits plus dice.... Or the other way, -> pool after 0 hits is recoverd 1 dice per day, or you regain only 1 hip point per dice until healed ..... Etc</p></blockquote><p></p>
[QUOTE="Warbringer, post: 5950072, member: 14391"] ... Are specifically it's an adventure pacing issue. If their is no story consequence to the players sitting around, ok, there's no consequence. If there is a pacing issue, like temple of elemental, or red hand, or any " ended event" in the story arch, then there is a dramatic shift... Less dramatic shifts are the caravan the heroes are guarding has to get to town for best prices,or their shares are worthless ..( perfect storm)... Or the dragon eats the princess, the bad guys make away with the gold, or sleeping beauty never wakes... But, dms should not punish the heroes just because they don't push on, and the core rules can be written because the players will complain about not having full resources every time they want to take on a challenge... A sensible rule, hit dice pool plus a penalty for falling under 0, creates a baseline of bad injuries suck longer than a single long rest.... Modules then step up healing-> no penalty-> full hits per dice -> full hits plus dice.... Or the other way, -> pool after 0 hits is recoverd 1 dice per day, or you regain only 1 hip point per dice until healed ..... Etc [/QUOTE]
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