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General Tabletop Discussion
*Pathfinder & Starfinder
The Healing Paradox
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<blockquote data-quote="Hussar" data-source="post: 5959395" data-attributes="member: 22779"><p>Well, I guess at the end of the day, it depends on whether or not the practical issues are worth it. Going with a wounds/vitality system adds complexity. It does. There's no way around that. Is it worth the added complexity? How much is that added complexity going to slow the game down? </p><p></p><p>At the end of the day, does it really matter? For my money, I'd leave them both in and not worry about it too much. Those that want HP=meat can play it that way. It's not like they didn't play it that way for decades anyway, even if there were problems. For those that want the mix, well, again, it's not like anything's really changed. HP are HP, despite playing dueling definitions across editions.</p><p></p><p>I'm very, very much not about process simulation. I only care about the end result. We've (probably) all played multiple editions of D&D without this really being an issue because whatever group we end up playing with likely share our predispositions (or are nice enough not to get too fussed about it) and we carry on.</p><p></p><p>I really do think that this whole issue has been blown WAY out of proportion. No one ever really cared all that much for many years. 4e changed things a bit by adding in non-magical healing, but, really, if you want to play 4e with an earlier edition style HP, it only takes about a sentence or three to get there - remove warlords and change up the healing rates. OTOH, changing 3e to a more 4e style of HP is also ludicrously easy - PC's heal X hp after every encounter and/or use healing wands. Done.</p><p></p><p>Do we really, really need to fiddle with the mechanics here? When fixing the issue to taste can be done in a sidebar in the DMG?</p></blockquote><p></p>
[QUOTE="Hussar, post: 5959395, member: 22779"] Well, I guess at the end of the day, it depends on whether or not the practical issues are worth it. Going with a wounds/vitality system adds complexity. It does. There's no way around that. Is it worth the added complexity? How much is that added complexity going to slow the game down? At the end of the day, does it really matter? For my money, I'd leave them both in and not worry about it too much. Those that want HP=meat can play it that way. It's not like they didn't play it that way for decades anyway, even if there were problems. For those that want the mix, well, again, it's not like anything's really changed. HP are HP, despite playing dueling definitions across editions. I'm very, very much not about process simulation. I only care about the end result. We've (probably) all played multiple editions of D&D without this really being an issue because whatever group we end up playing with likely share our predispositions (or are nice enough not to get too fussed about it) and we carry on. I really do think that this whole issue has been blown WAY out of proportion. No one ever really cared all that much for many years. 4e changed things a bit by adding in non-magical healing, but, really, if you want to play 4e with an earlier edition style HP, it only takes about a sentence or three to get there - remove warlords and change up the healing rates. OTOH, changing 3e to a more 4e style of HP is also ludicrously easy - PC's heal X hp after every encounter and/or use healing wands. Done. Do we really, really need to fiddle with the mechanics here? When fixing the issue to taste can be done in a sidebar in the DMG? [/QUOTE]
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