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General Tabletop Discussion
*Pathfinder & Starfinder
April 3rd, Rule of 3
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<blockquote data-quote="Andor" data-source="post: 5885491" data-attributes="member: 1879"><p>I think you mean character, not class. Building unlimited non-combat healing into a class is pretty easy, for example you could rule that the dragon Shamans 1/2 hp total limit on Hp regeneration only applies in combat. Outside of combat a healing skill check might allow it to take you back to full. Or one of the Binder vestiges grants unlimited healing, metered out at once per 5 rounds.</p><p></p><p>If you want to build it into characters however, there are the <a href="http://www.d20srd.org/srd/variant/adventuring/reservePoints.htm" target="_blank">Reserve HP</a> rules from unearthed Arcana. You might also glance at the <a href="http://www.d20srd.org/srd/variant/adventuring/damageConversion.htm" target="_blank">damage conversion</a> rules.</p><p></p><p>By not hard coding healing into the system, but handling it on a case by case basis, 3e lets you throttle it however the GM pleases. For example by allowing classes (like Binder or Dragon Shaman or Crusader) with effectively unlimited healing you can get that "keep it rolling" feel you like from 4e, or you could give the party a magic item or NPC with some slow but powerful healing effects. Ring of regeneration, a wand of cure light wounds that regenerates a charge an hour, whatever you want.</p><p></p><p>4e is actually more restrictive, since surgeless heals are harder to come by although you can roll right along until the surges run out. </p><p></p><p>Combining these options in different proportions can let you set the dials quite precisely, although the fact that 3e ties healing much more strongly to the class than the character does mean you need to get your players on board with your goals. Or you can adopt the rules to account for their preferences. for example if they are prone to lightly armoured sneaky types with little healing, then the Reserve HP rules and cheap wands of CLW will keep them going. If they want dramatic armour clad types who can slug it out all day the damage conversion rules with a Crusader or Dragon shaman would be ... potent. If they are perfectly happy with a regular cleric in the group then reserve feats, as you note, fix the problem.</p></blockquote><p></p>
[QUOTE="Andor, post: 5885491, member: 1879"] I think you mean character, not class. Building unlimited non-combat healing into a class is pretty easy, for example you could rule that the dragon Shamans 1/2 hp total limit on Hp regeneration only applies in combat. Outside of combat a healing skill check might allow it to take you back to full. Or one of the Binder vestiges grants unlimited healing, metered out at once per 5 rounds. If you want to build it into characters however, there are the [URL="http://www.d20srd.org/srd/variant/adventuring/reservePoints.htm"]Reserve HP[/URL] rules from unearthed Arcana. You might also glance at the [URL="http://www.d20srd.org/srd/variant/adventuring/damageConversion.htm"]damage conversion[/URL] rules. By not hard coding healing into the system, but handling it on a case by case basis, 3e lets you throttle it however the GM pleases. For example by allowing classes (like Binder or Dragon Shaman or Crusader) with effectively unlimited healing you can get that "keep it rolling" feel you like from 4e, or you could give the party a magic item or NPC with some slow but powerful healing effects. Ring of regeneration, a wand of cure light wounds that regenerates a charge an hour, whatever you want. 4e is actually more restrictive, since surgeless heals are harder to come by although you can roll right along until the surges run out. Combining these options in different proportions can let you set the dials quite precisely, although the fact that 3e ties healing much more strongly to the class than the character does mean you need to get your players on board with your goals. Or you can adopt the rules to account for their preferences. for example if they are prone to lightly armoured sneaky types with little healing, then the Reserve HP rules and cheap wands of CLW will keep them going. If they want dramatic armour clad types who can slug it out all day the damage conversion rules with a Crusader or Dragon shaman would be ... potent. If they are perfectly happy with a regular cleric in the group then reserve feats, as you note, fix the problem. [/QUOTE]
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April 3rd, Rule of 3
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