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*Pathfinder & Starfinder
Abstract long rests
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<blockquote data-quote="Skyscraper" data-source="post: 5928288" data-attributes="member: 48518"><p>I find surprising that this discussion almost systematically ignores the starting hit points and number of hit points gained per level. To me, the quantity of HPs that can be healed per long rest (or short rest, but this thread is not about that) should ALWAYS be evaluated relative to your total HP, relative to HPs gained per level, and relative to magical and other resource-limited healing capability. For example, if the wizard starts with 1-4 HPs per AD&D rules, then healing 2 hit points during a night's rest is significant. However, if wizards start with 17 HPs like in the playtest, then healing 2 HPs during the night is not significant. They said that the number of HPs for the playtest characters were (unnaturally?) high because they wanted that for the playtest: will they remain so high in the final version? Also, it all depends on how you interpret hit points at the outset: wounds, or more? D&Dn suggests that HPs are more than just wounds.</p><p></p><p>Once you've set what HPs represent, how many HPs a creature has, and the balance you want to strike between realism and playability, you can then tackle what you wish the long rests to give back.</p><p></p><p>Anyway, just a thought that I don't think we should separate the number of hit points healed per night form other HP-related game mechanics for the argument to be valid.</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 5928288, member: 48518"] I find surprising that this discussion almost systematically ignores the starting hit points and number of hit points gained per level. To me, the quantity of HPs that can be healed per long rest (or short rest, but this thread is not about that) should ALWAYS be evaluated relative to your total HP, relative to HPs gained per level, and relative to magical and other resource-limited healing capability. For example, if the wizard starts with 1-4 HPs per AD&D rules, then healing 2 hit points during a night's rest is significant. However, if wizards start with 17 HPs like in the playtest, then healing 2 HPs during the night is not significant. They said that the number of HPs for the playtest characters were (unnaturally?) high because they wanted that for the playtest: will they remain so high in the final version? Also, it all depends on how you interpret hit points at the outset: wounds, or more? D&Dn suggests that HPs are more than just wounds. Once you've set what HPs represent, how many HPs a creature has, and the balance you want to strike between realism and playability, you can then tackle what you wish the long rests to give back. Anyway, just a thought that I don't think we should separate the number of hit points healed per night form other HP-related game mechanics for the argument to be valid. [/QUOTE]
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