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*Pathfinder & Starfinder
Clerical healing not stepping on clerical fun (also, an edition with no healers)
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<blockquote data-quote="Aberzanzorax" data-source="post: 5956844" data-attributes="member: 64209"><p>Broken into a separate post because it's somewhat a separate thought and to avoid tl;dr. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p> </p><p> </p><p>So how do we design a game with no magical healing? I like @<u><a href="http://www.enworld.org/forum/member.php?u=2067" target="_blank">Kamikaze Midget</a></u> 's ideas about longer rests (man, now that he's a mod, that feels like sucking up...but I liked it before he was a mod, I swear! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />). What if healing was broken into:</p><p> </p><p>1. After combat patchups.</p><p>2. A night of rest.</p><p>3. A week of rest.</p><p> </p><p>1. After combat patchups would be heal checks (available to those untrained, but naturally better for those with skill in it). Only damage caused during <em>that combat</em> could be healed (no sillyness about damage from prior fights getting healed because of more battle). Perhaps a heal check, taking 1 minute of bandaging/cauterizing/etc. could heal up to a maximum of the person's level in hp? (e.g. a level 1 fighter could benefit from 1 point of healing, while a level 10 fighter could benefit from 10 points). </p><p> </p><p>This would also address the scaling issue of why healing is comparably less powerful for more powerful characters. It would also address more severe wounds versus less severe wounds in the sense that a single battle that dropped a level 10 fighter from 100 hit points to 50 would leave him healed (at best) to 60...while several shorter, less dangerous fights, each dropping him 10 or less points could keep him at max hp all day long. In my opinion...that moves toward realism.</p><p> </p><p>Complications: Players would need to keep track of "current wounds" for each fight as a separate pool (though only for the current fight, not every fight over the course of the day). Would need heal check mechanics (maybe the healing check roll = the number of hp restored -10?).</p><p> </p><p>2. Overnight rests. Players would automatically heal their level+con modifier, no heal check required, not dependent upon number of battles or most recent injuries or anything. If in a safe, comfortable location (an inn, a portable hole; basically anywhere meant for sleeping where they wouldn't post watches) or if cared for overnight by a healer making a successful heal check(who would not benefit from overnight healing) players heal double that (double level+con). This leaves the very real possibility that players might start the next day injured if they had substantial injuries, or uninjured if not.</p><p> </p><p>3. Weeklong rests. All hit points restored. </p><p> </p><p> </p><p> </p><p>With those rules, frequent, relatively small injuries would keep the adventurers going strong, and out of combat healing would be tied to actual healing. However, larger injuries would stay with players until nightfall...and severe larger injuries over time would add up...not being fully healed upon waking daily.</p><p> </p><p>Combined with a healing cleric from my OP, those severe injuries could close after combats (or during combats) more readily, and players could go slightly longer over the course of several days...but not excessively so. If the healing domain power was that the cleric could magically heal his level in hp per day (or level +wisdom mod, maybe?), that would only provide the equivalent of one full night's rest to one player (possibly spread out among many players).</p><p> </p><p> </p><p>It's my hope that this setup would both remove the need for the 15 minute adventuring day (as related to healing anyway) and also allow for players to be worn down by excessive adventuring (ideally in a good way). Small fights and minimal injuries would not impact players, but substantial fights would wear them down...and not just for one night, potentially for longer.</p></blockquote><p></p>
[QUOTE="Aberzanzorax, post: 5956844, member: 64209"] Broken into a separate post because it's somewhat a separate thought and to avoid tl;dr. :cool: So how do we design a game with no magical healing? I like @[U][URL="http://www.enworld.org/forum/member.php?u=2067"]Kamikaze Midget[/URL][/U] 's ideas about longer rests (man, now that he's a mod, that feels like sucking up...but I liked it before he was a mod, I swear! :p). What if healing was broken into: 1. After combat patchups. 2. A night of rest. 3. A week of rest. 1. After combat patchups would be heal checks (available to those untrained, but naturally better for those with skill in it). Only damage caused during [I]that combat[/I] could be healed (no sillyness about damage from prior fights getting healed because of more battle). Perhaps a heal check, taking 1 minute of bandaging/cauterizing/etc. could heal up to a maximum of the person's level in hp? (e.g. a level 1 fighter could benefit from 1 point of healing, while a level 10 fighter could benefit from 10 points). This would also address the scaling issue of why healing is comparably less powerful for more powerful characters. It would also address more severe wounds versus less severe wounds in the sense that a single battle that dropped a level 10 fighter from 100 hit points to 50 would leave him healed (at best) to 60...while several shorter, less dangerous fights, each dropping him 10 or less points could keep him at max hp all day long. In my opinion...that moves toward realism. Complications: Players would need to keep track of "current wounds" for each fight as a separate pool (though only for the current fight, not every fight over the course of the day). Would need heal check mechanics (maybe the healing check roll = the number of hp restored -10?). 2. Overnight rests. Players would automatically heal their level+con modifier, no heal check required, not dependent upon number of battles or most recent injuries or anything. If in a safe, comfortable location (an inn, a portable hole; basically anywhere meant for sleeping where they wouldn't post watches) or if cared for overnight by a healer making a successful heal check(who would not benefit from overnight healing) players heal double that (double level+con). This leaves the very real possibility that players might start the next day injured if they had substantial injuries, or uninjured if not. 3. Weeklong rests. All hit points restored. With those rules, frequent, relatively small injuries would keep the adventurers going strong, and out of combat healing would be tied to actual healing. However, larger injuries would stay with players until nightfall...and severe larger injuries over time would add up...not being fully healed upon waking daily. Combined with a healing cleric from my OP, those severe injuries could close after combats (or during combats) more readily, and players could go slightly longer over the course of several days...but not excessively so. If the healing domain power was that the cleric could magically heal his level in hp per day (or level +wisdom mod, maybe?), that would only provide the equivalent of one full night's rest to one player (possibly spread out among many players). It's my hope that this setup would both remove the need for the 15 minute adventuring day (as related to healing anyway) and also allow for players to be worn down by excessive adventuring (ideally in a good way). Small fights and minimal injuries would not impact players, but substantial fights would wear them down...and not just for one night, potentially for longer. [/QUOTE]
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