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Community
General Tabletop Discussion
*Pathfinder & Starfinder
April 3rd, Rule of 3
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<blockquote data-quote="Balesir" data-source="post: 5872538" data-attributes="member: 27160"><p>OK, I'll put it another way: game time is only as meaningful as the players (including the GM) make it - and that is all. Moreover, it is only relevant in the ways that the players want it to be relevant. If that way doesn't specifically feed into the strategic importance of resources and healing then linking healing and resource replenishment to game time won't help add strategic elements.</p><p> </p><p>It doesn't have to be just reactive - it has to be specifically set up to demand action constantly as a tension to the time taken to heal. If the tension isn't constant, the game time is, for our purposes, meaningless. To get that tension needs some sort of invented reason for hurry.</p><p></p><p>Pre-4E?? Pre-3E there were no such things as stat damage or statuses except 'petrified'. For most of D&D's history, damage, be it physical or non-physical, does = hit points.</p><p></p><p>Sigh - back to the old saw of "magic should be more powerful than not-magic" again...</p><p></p><p>Aren't all hit points temporary? I'm not looking for a scientific break-down of what the healing does - just an instinctive, non-rational understanding of what it represents.</p><p></p><p>"Gaping wounds" are things that only dead adventurers and NPCs have in D&D. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>In "real world" terms it doesn't "make sense" that faith healing can close gaping wounds, but in D&D we aren't in the "real world". Who knows what magic is inherent in the body of a Hero?</p></blockquote><p></p>
[QUOTE="Balesir, post: 5872538, member: 27160"] OK, I'll put it another way: game time is only as meaningful as the players (including the GM) make it - and that is all. Moreover, it is only relevant in the ways that the players want it to be relevant. If that way doesn't specifically feed into the strategic importance of resources and healing then linking healing and resource replenishment to game time won't help add strategic elements. It doesn't have to be just reactive - it has to be specifically set up to demand action constantly as a tension to the time taken to heal. If the tension isn't constant, the game time is, for our purposes, meaningless. To get that tension needs some sort of invented reason for hurry. Pre-4E?? Pre-3E there were no such things as stat damage or statuses except 'petrified'. For most of D&D's history, damage, be it physical or non-physical, does = hit points. Sigh - back to the old saw of "magic should be more powerful than not-magic" again... Aren't all hit points temporary? I'm not looking for a scientific break-down of what the healing does - just an instinctive, non-rational understanding of what it represents. "Gaping wounds" are things that only dead adventurers and NPCs have in D&D. ;) In "real world" terms it doesn't "make sense" that faith healing can close gaping wounds, but in D&D we aren't in the "real world". Who knows what magic is inherent in the body of a Hero? [/QUOTE]
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April 3rd, Rule of 3
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