TwinBahamut
First Post
Because there is a significant gameplay difference between healing up in five minutes and healing up in six hours, while there is no significant gameplay difference between healing up in one day or a week. The first removes the difference between per-day and per-encounter powers and completely removes attrition from adventure and dungeon design, and the second preserves all of that.Jeff Wilder said:Absolutely. I agree 100 percent. So ...
Why not just make it five minutes to being perfectly healed?
If the goal is to keep the game moving, to keep the PCs adventuring, to dispense with the downtime sometimes required by the -- *choke* -- more simulationist HP in 3.5, why six hours? Why not five minutes?
It has fairly little to do with simulationism or preserving suspension of disbelief, and a lot to do with maintaining resource management and rewarding efficient battle tactics in a series of encounters.