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General Tabletop Discussion
*Pathfinder & Starfinder
April 3rd, Rule of 3
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<blockquote data-quote="Hussar" data-source="post: 5875586" data-attributes="member: 22779"><p>Ok, perhaps mystified is the wrong word. </p><p></p><p>I just find it such a bizarre point of view that I'm really having trouble wrapping my head around it. You have no problems with the 10th level character regaining 20 hp/day (with help from a healer) but, any faster than that breaks your SOD? </p><p></p><p>Let me turn the question around then. What does the game gain by slowing down healing? How is the game enhanced by forcing down time?</p><p></p><p>See, I look at the idea that HP are part of the resource management game and I get that. Ok, fine. But, as it's part of the resource management game, players will take steps to make sure that their resources are maximized. I've never, ever, seen D&D played without any sort of healer, let alone seen it multiple times.</p><p></p><p>How does that work? You get into a single fight and you're down for several days. Seems like the pacing would be glacially slow in that case. Unless, of course, you're playing a high RP game with very little combat. But, then, if you're using D&D for that, you are pretty close to freeforming with a veneer of D&D tropes laid over top. How can you play D&D without any healing at all?</p><p></p><p>So, again, what is gained by having slower healing? Sure, it appeals to a certain sense of verisimilitude, but, again, it's mind boggling to me that you have no problems with a character regaining a hundred hp in a week, but regaining it in a day blows your mind. Really? What difference could it possibly make? Neither is remotely realistic. What is it about reducing the time to one day that makes it so much harder to believe?</p><p></p><p>Additionally, and this, to me, is the most important question, how is the game made more interesting by slower healing times?</p></blockquote><p></p>
[QUOTE="Hussar, post: 5875586, member: 22779"] Ok, perhaps mystified is the wrong word. I just find it such a bizarre point of view that I'm really having trouble wrapping my head around it. You have no problems with the 10th level character regaining 20 hp/day (with help from a healer) but, any faster than that breaks your SOD? Let me turn the question around then. What does the game gain by slowing down healing? How is the game enhanced by forcing down time? See, I look at the idea that HP are part of the resource management game and I get that. Ok, fine. But, as it's part of the resource management game, players will take steps to make sure that their resources are maximized. I've never, ever, seen D&D played without any sort of healer, let alone seen it multiple times. How does that work? You get into a single fight and you're down for several days. Seems like the pacing would be glacially slow in that case. Unless, of course, you're playing a high RP game with very little combat. But, then, if you're using D&D for that, you are pretty close to freeforming with a veneer of D&D tropes laid over top. How can you play D&D without any healing at all? So, again, what is gained by having slower healing? Sure, it appeals to a certain sense of verisimilitude, but, again, it's mind boggling to me that you have no problems with a character regaining a hundred hp in a week, but regaining it in a day blows your mind. Really? What difference could it possibly make? Neither is remotely realistic. What is it about reducing the time to one day that makes it so much harder to believe? Additionally, and this, to me, is the most important question, how is the game made more interesting by slower healing times? [/QUOTE]
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April 3rd, Rule of 3
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