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General Tabletop Discussion
*Pathfinder & Starfinder
Design principles of healing - no mechanics allowed
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<blockquote data-quote="Crazy Jerome" data-source="post: 5964531" data-attributes="member: 54877"><p>The purpose of this topic is to explore the assumptions that people have for how healing coud work. (Feel free to express as many as appeal, if you like more than one.) </p><p> </p><p>Normally, examples are quite useful, but we want to avoid them in this topic, at least with mechanical underpinnings. Feel free to use story examples if they help. What we want is the design principles at work. If for whatever reason, the design principles are difficult to get across, use the "story" or "in game" ideas that you are driving at, and we'll try to determine the design principles from that.</p><p> </p><p>Here's a possible one: "When a characters gets knocked out of a fight, they will generally stay out. Powerful magic might be an exception. Special abilities of the character might be an exception."</p><p> </p><p>You can probably read between the lines there on mechanics. Hits zero hit points or lower, not much way to get back to positives. That would be roughly analogous, most of the time. But even when you can read between the lines, try to block that out for now. </p><p> </p><p>If this goes like I hope it does, I want to pin down as broad a consensus as possible on the range of what happens in healing and what can cause it--what is always there versus an option, what is low powered versus high. <strong>Then</strong>, we'll do another topic where we talk about mechanics to try to reach that. </p><p> </p><p>Finally, feel free to extend and extrapolate what other people have said. I'll say now: "Raising from the dead should be difficult but possible." If you want to hedge around that further with options or even core, go ahead. If two other people have contradictory wants, and you have the option that bridges them, throw it out there.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5964531, member: 54877"] The purpose of this topic is to explore the assumptions that people have for how healing coud work. (Feel free to express as many as appeal, if you like more than one.) Normally, examples are quite useful, but we want to avoid them in this topic, at least with mechanical underpinnings. Feel free to use story examples if they help. What we want is the design principles at work. If for whatever reason, the design principles are difficult to get across, use the "story" or "in game" ideas that you are driving at, and we'll try to determine the design principles from that. Here's a possible one: "When a characters gets knocked out of a fight, they will generally stay out. Powerful magic might be an exception. Special abilities of the character might be an exception." You can probably read between the lines there on mechanics. Hits zero hit points or lower, not much way to get back to positives. That would be roughly analogous, most of the time. But even when you can read between the lines, try to block that out for now. If this goes like I hope it does, I want to pin down as broad a consensus as possible on the range of what happens in healing and what can cause it--what is always there versus an option, what is low powered versus high. [B]Then[/B], we'll do another topic where we talk about mechanics to try to reach that. Finally, feel free to extend and extrapolate what other people have said. I'll say now: "Raising from the dead should be difficult but possible." If you want to hedge around that further with options or even core, go ahead. If two other people have contradictory wants, and you have the option that bridges them, throw it out there. [/QUOTE]
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Design principles of healing - no mechanics allowed
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