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General Tabletop Discussion
*Pathfinder & Starfinder
A gamist defense of limited in-combat healing
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<blockquote data-quote="RangerWickett" data-source="post: 5898085" data-attributes="member: 63"><p>I noticed something about how 4e combats tend to go (at least with recent revisions to combat math).</p><p></p><p>Round 1. Holy crap that monster hits hard.</p><p></p><p>Round 2. Ha, we got one. But crap, Abe and Bob are bloodied. </p><p></p><p>Round 3. One more monster down, but so's Abe. Cleric!</p><p></p><p>Round 4. Abe's back, and he took out another monster. Oh crap, down goes Bob. Cleric!!!</p><p></p><p>Round 5. Bob's back, and down go the last monsters! We did it!</p><p></p><p>The monsters usually either hit harder than the PCs, or have more HP. Either trait makes them seem scary and dangerous. The party thinks they're going to be overwhelmed. But just two uses of HP restoration makes a huge difference. It causes the party to have more HP than the monsters <em>without feeling like they have more HP than the monsters</em>.</p><p></p><p>I'm not a fan of healing to full all the time, like with a wand of cure light wounds. I want at least the ability for the rules to handle wounds that last a while and make PCs wary of getting into combat. But I also think it's a great gameplay conceit to let the party think they're overwhelmed at first, and then have subtle ways to turn the tide.</p><p></p><p>My preference, I think, . . . and I'll not use the apparently loathsome term "healing surge," because that apparently incites rancor . . . is limited "clumps" of healing.</p><p></p><p>Say you have 40 HP. We've always agreed that some percentage of HP are "physical wounds" and some are "vigor and determination." So let's split that as half and half. </p><p></p><p>Twice per day you can take a second wind, which restores 1/4 your max HP (10 in this case). You can take a second wind as a standard action in combat, but only once in a given combat. Minor healing effects can trigger your second wind, but again, you only get one per fight.</p><p></p><p>So in the course of an entire day of adventuring, you get your base HP, plus 50% more. Any additional healing requires actual magic, and my preference would be that such healing a) generally has to take place outside of combat, and b) is still fairly limited. </p><p></p><p>For the sake of gameplay, I think it's important for there to be some small amount of healing during combat. Do you agree?</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5898085, member: 63"] I noticed something about how 4e combats tend to go (at least with recent revisions to combat math). Round 1. Holy crap that monster hits hard. Round 2. Ha, we got one. But crap, Abe and Bob are bloodied. Round 3. One more monster down, but so's Abe. Cleric! Round 4. Abe's back, and he took out another monster. Oh crap, down goes Bob. Cleric!!! Round 5. Bob's back, and down go the last monsters! We did it! The monsters usually either hit harder than the PCs, or have more HP. Either trait makes them seem scary and dangerous. The party thinks they're going to be overwhelmed. But just two uses of HP restoration makes a huge difference. It causes the party to have more HP than the monsters [i]without feeling like they have more HP than the monsters[/i]. I'm not a fan of healing to full all the time, like with a wand of cure light wounds. I want at least the ability for the rules to handle wounds that last a while and make PCs wary of getting into combat. But I also think it's a great gameplay conceit to let the party think they're overwhelmed at first, and then have subtle ways to turn the tide. My preference, I think, . . . and I'll not use the apparently loathsome term "healing surge," because that apparently incites rancor . . . is limited "clumps" of healing. Say you have 40 HP. We've always agreed that some percentage of HP are "physical wounds" and some are "vigor and determination." So let's split that as half and half. Twice per day you can take a second wind, which restores 1/4 your max HP (10 in this case). You can take a second wind as a standard action in combat, but only once in a given combat. Minor healing effects can trigger your second wind, but again, you only get one per fight. So in the course of an entire day of adventuring, you get your base HP, plus 50% more. Any additional healing requires actual magic, and my preference would be that such healing a) generally has to take place outside of combat, and b) is still fairly limited. For the sake of gameplay, I think it's important for there to be some small amount of healing during combat. Do you agree? [/QUOTE]
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A gamist defense of limited in-combat healing
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