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General Tabletop Discussion
*Pathfinder & Starfinder
A gamist defense of limited in-combat healing
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<blockquote data-quote="Crazy Jerome" data-source="post: 5898119" data-attributes="member: 54877"><p>I agree that such healing should be limited to a fraction of the total hit points. 50% of the total over the course of the day works as well as anything for a starting point for testing.</p><p> </p><p>I think there might be room for something like 5 Second Winds per day, no more than one per combat, healing about 10% of the total hit points. Make it a move action instead of a standard. Then you can have <strong>very</strong> limited options to use a second one, perhaps with "warlord" or "bard" style inspiration (as a minor).</p><p> </p><p>If the party is only in two or three fights, then they won't be as beat up, and presumably won't need all the second winds. This also assumes a more modest set of encounters and damage, similar to AD&D style, with the party gradually beat down. Getting 50% of your hit points back over the course of the day in AD&D, without having to use healing, is pretty helpful! </p><p> </p><p>Another interesting variant is to have more (than 2 or 5) "Second Winds" but they only restore after an adventure is over. You are still limited to mainly one per fight, with perhaps that same isolated warlord or bard extra. This might work better for the adventure pacing, and removes the per day component entirely. Go on an adventure, every fight leaves you a little more compromised. As long as the magical healing holds out, it doesn't matter that much, but get in a tough fight and/or run out of such healing, the wearing down is palatable. </p><p> </p><p>In any case, it is the kind of feel that can only be met by setting up some tests and trying it.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5898119, member: 54877"] I agree that such healing should be limited to a fraction of the total hit points. 50% of the total over the course of the day works as well as anything for a starting point for testing. I think there might be room for something like 5 Second Winds per day, no more than one per combat, healing about 10% of the total hit points. Make it a move action instead of a standard. Then you can have [B]very[/B] limited options to use a second one, perhaps with "warlord" or "bard" style inspiration (as a minor). If the party is only in two or three fights, then they won't be as beat up, and presumably won't need all the second winds. This also assumes a more modest set of encounters and damage, similar to AD&D style, with the party gradually beat down. Getting 50% of your hit points back over the course of the day in AD&D, without having to use healing, is pretty helpful! Another interesting variant is to have more (than 2 or 5) "Second Winds" but they only restore after an adventure is over. You are still limited to mainly one per fight, with perhaps that same isolated warlord or bard extra. This might work better for the adventure pacing, and removes the per day component entirely. Go on an adventure, every fight leaves you a little more compromised. As long as the magical healing holds out, it doesn't matter that much, but get in a tough fight and/or run out of such healing, the wearing down is palatable. In any case, it is the kind of feel that can only be met by setting up some tests and trying it. [/QUOTE]
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A gamist defense of limited in-combat healing
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