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General Tabletop Discussion
*Pathfinder & Starfinder
Can you get too much healing?
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<blockquote data-quote="keterys" data-source="post: 4732279" data-attributes="member: 43019"><p>I'm not sure I see how it's bludgeoning a party or being a villain to expect them to face more than one encounter per extended rest?</p><p></p><p>Heck, I'm pretty sure I'd make fun of anyone who suggested we couldn't handle more than one combat per day. And if they screwed up and ran out of dailies or surges in one combat, then the next combat should be an illustrative example of why to not do whatever they're doing wrong on their side or the DM is doing wrong on his.</p><p></p><p>Daily powers and healing surges are already 'metagame' - changing how you regain them doesn't make it more metagamey. If anything, it's _less_ metagamey because people know they can't just take a nap at any time to be 'poof, at 100%'.</p><p></p><p>'Rename Daily powers to Greater powers. You now regain greater powers and healing surges after you have completed a (story arc/adventure/minor quest/sessions/two - three milestones/whatever) and taken a rest.' Or whatever works for your group. Story Powers. Extreme Powers. Milestone powers. Adventure powers. Session powers. It's all good.</p><p></p><p>Sure, they can always run away. And then they lose - the gate is opened, the princess dies, the dragon eats an NPC they like, their magic item is corrupted and lost, a rival adventure gang gets there first and gets the fame and fortune, etc.</p><p></p><p>The party largely chooses what adventures they engage in, but they don't choose the pacing of that adventure.</p><p></p><p>Or you go with JoT's house rule and you don't even care about 'days' anymore. You know how many dailies they have per section of adventure and it doesn't matter if they decide to break off to go drinking before cracking into the Vault of Vecna - it'll still be tough when they come back.</p></blockquote><p></p>
[QUOTE="keterys, post: 4732279, member: 43019"] I'm not sure I see how it's bludgeoning a party or being a villain to expect them to face more than one encounter per extended rest? Heck, I'm pretty sure I'd make fun of anyone who suggested we couldn't handle more than one combat per day. And if they screwed up and ran out of dailies or surges in one combat, then the next combat should be an illustrative example of why to not do whatever they're doing wrong on their side or the DM is doing wrong on his. Daily powers and healing surges are already 'metagame' - changing how you regain them doesn't make it more metagamey. If anything, it's _less_ metagamey because people know they can't just take a nap at any time to be 'poof, at 100%'. 'Rename Daily powers to Greater powers. You now regain greater powers and healing surges after you have completed a (story arc/adventure/minor quest/sessions/two - three milestones/whatever) and taken a rest.' Or whatever works for your group. Story Powers. Extreme Powers. Milestone powers. Adventure powers. Session powers. It's all good. Sure, they can always run away. And then they lose - the gate is opened, the princess dies, the dragon eats an NPC they like, their magic item is corrupted and lost, a rival adventure gang gets there first and gets the fame and fortune, etc. The party largely chooses what adventures they engage in, but they don't choose the pacing of that adventure. Or you go with JoT's house rule and you don't even care about 'days' anymore. You know how many dailies they have per section of adventure and it doesn't matter if they decide to break off to go drinking before cracking into the Vault of Vecna - it'll still be tough when they come back. [/QUOTE]
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Can you get too much healing?
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