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General Tabletop Discussion
*Pathfinder & Starfinder
The Healing Paradox
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<blockquote data-quote="Tony Vargas" data-source="post: 5951012" data-attributes="member: 996"><p>Removing consumables in an extended survival scenario shouldn't be an issue, just make it extended enough with not chance to replenish them. </p><p></p><p>From there, though, the system has to work with you. If you re-charged abilities based on milestones instead of long rests, for instance, you could have a very intense day with many encounters, and characters wouldn't be reduced to duking out virtually all of them with at-wills. You could even have a really intense series of fights with no short rests and not worry about everyone being down to grinding with at-wills only. Conversely, in an extended few-encounter travel scenario, you'd still have to manage your "dailies" because they don't come back every calender day. The use of powers follows the pace of the adventures.</p><p></p><p>Healing is even more problematic. Since 'natural healing' is the last of last resorts for adventurers, 'realistic' healing could be pegged at being very slow, with extraordinary or supernatural (martial or magical) abilities speeding it up when circumstances permit. Combined with the above, that could peg the rate of healing to the pace of the campaign, even if it varied greatly over time.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5951012, member: 996"] Removing consumables in an extended survival scenario shouldn't be an issue, just make it extended enough with not chance to replenish them. From there, though, the system has to work with you. If you re-charged abilities based on milestones instead of long rests, for instance, you could have a very intense day with many encounters, and characters wouldn't be reduced to duking out virtually all of them with at-wills. You could even have a really intense series of fights with no short rests and not worry about everyone being down to grinding with at-wills only. Conversely, in an extended few-encounter travel scenario, you'd still have to manage your "dailies" because they don't come back every calender day. The use of powers follows the pace of the adventures. Healing is even more problematic. Since 'natural healing' is the last of last resorts for adventurers, 'realistic' healing could be pegged at being very slow, with extraordinary or supernatural (martial or magical) abilities speeding it up when circumstances permit. Combined with the above, that could peg the rate of healing to the pace of the campaign, even if it varied greatly over time. [/QUOTE]
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