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General Tabletop Discussion
*Pathfinder & Starfinder
April 3rd, Rule of 3
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<blockquote data-quote="Cadfan" data-source="post: 5876689" data-attributes="member: 40961"><p>I believe that you feel this way. But I suspect that you feel this way because you've been grown accustomed to 3e levels of natural healing, not because there's any qualitative difference.</p><p></p><p>In a weird way, 3e had a lot of rules that were very important to people even when the very people to whom they were important didn't actually use them. Like recovering fired arrows, counting them, and keeping track of quiver capacity. The fact that these rules were in the game made people feel like it was believable. But the fact that these rules were awful meant that people found workarounds, usually involving magic items or spells that eliminated the need to use the mundane rules. If you questioned them on this, they'd insist they used these rules... because back at level 2, they counted arrows for a bit, before learning the more advanced Rapid Fire feats and buying a bottomless magical quiver so they didn't keep exhausting their arrows three rounds into combat. But on a day to day basis, these rules were honored in their absence: they were the catalyst that justified the use of magic to avoid their actual text.</p><p></p><p>The problem I have is that this process, the process by which terrible rules that work counter to the overall goals of the game ruin your ability to actually play the game until you figure out the super secret workarounds that let you avoid actually using the badly written (but believable!) rules causes, for me, a game context that is itself not believable. I don't like stocking up on potions. I don't like stocking up on healing wands. I don't like identical magical quivers being standard issue for an entire character class. I don't like any of that.</p><p></p><p>Difficult non magical healing screws with my ability to run a low magic game because if I want to do very simple things that the game purports to handle (like run your typical published module that includes more than one meaningfully dangerous fight in a single week), I have to use tons of magic from ye olde magic shoppe, or else I need a character designed to fix the problem for me by use of magic. I don't want those things. I don't mind slow non magical healing, but I hate all the things that come with it. And I don't see any solutions forthcoming.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 5876689, member: 40961"] I believe that you feel this way. But I suspect that you feel this way because you've been grown accustomed to 3e levels of natural healing, not because there's any qualitative difference. In a weird way, 3e had a lot of rules that were very important to people even when the very people to whom they were important didn't actually use them. Like recovering fired arrows, counting them, and keeping track of quiver capacity. The fact that these rules were in the game made people feel like it was believable. But the fact that these rules were awful meant that people found workarounds, usually involving magic items or spells that eliminated the need to use the mundane rules. If you questioned them on this, they'd insist they used these rules... because back at level 2, they counted arrows for a bit, before learning the more advanced Rapid Fire feats and buying a bottomless magical quiver so they didn't keep exhausting their arrows three rounds into combat. But on a day to day basis, these rules were honored in their absence: they were the catalyst that justified the use of magic to avoid their actual text. The problem I have is that this process, the process by which terrible rules that work counter to the overall goals of the game ruin your ability to actually play the game until you figure out the super secret workarounds that let you avoid actually using the badly written (but believable!) rules causes, for me, a game context that is itself not believable. I don't like stocking up on potions. I don't like stocking up on healing wands. I don't like identical magical quivers being standard issue for an entire character class. I don't like any of that. Difficult non magical healing screws with my ability to run a low magic game because if I want to do very simple things that the game purports to handle (like run your typical published module that includes more than one meaningfully dangerous fight in a single week), I have to use tons of magic from ye olde magic shoppe, or else I need a character designed to fix the problem for me by use of magic. I don't want those things. I don't mind slow non magical healing, but I hate all the things that come with it. And I don't see any solutions forthcoming. [/QUOTE]
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April 3rd, Rule of 3
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