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*Pathfinder & Starfinder
Design principles of healing - no mechanics allowed
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<blockquote data-quote="Herremann the Wise" data-source="post: 5964585" data-attributes="member: 11300"><p>Some design ideas I would like to see:</p><p></p><p>* A character may be incapacitated but they are not automatically unconscious. </p><p></p><p>* I would like to see dying words in a game without being obviously forced by the DM. There should be a point where a character is dying and mundane or standard magical healing no longer works on them. Every death does not need to end with an abbreviated exclamation mark. Death can linger for a while so you have that chance at getting those last words out.</p><p></p><p>* Having said that, a dire contract with dark or mysterious forces or very powerful divine magic can perhaps bring about the recovery of a "dying" character. There should typically be a window of opportunity to do this magic when somebody is dying. Once somebody is dead, they are typically gone and cannot be returned. Only the most powerful of magic or divine relationships should resurrect a dead character. </p><p></p><p>* Magical healing should take time (at least an hour) and be a carefully considered and appreciated resource rather than the spamtastic and expected thing it can become.</p><p></p><p>* A weak character may be lightly injured yet incapcitated (the pain, the pain!!). A tough character may be heavily injured yet able to go on. In other words, there should be a link between capacity for pain and morale.</p><p></p><p>* Some characters should be able to help their party with this morale thing, the will to go on as it were. It does not affect the injuries a character has, it just affects how the character deals with those injuries.</p><p></p><p>* Mundane healing should be an effective (but not over-effective) and typical method of dealing with party injuries. It might not get everyone back to 100% on a daily basis, and there are times when a PC will be injured beyond the typical scope of someone with mundane skill in healing, (and this is when magical healing resources should be considered). But most of the time, mundane healing should be good enough to keep the party adventuring.</p><p></p><p>* A PC should be able to battle on despite being injured, the PCs should not need to stop to get everyone back to full health to adventure. (In other words no 15 minute workday due to hit points/healing).</p><p></p><p>* PCs need to be able to adventure and only stop when one or more of the group are incapacitated.</p><p></p><p>* There should be a way of knocking someone out that does not have any long term wounding effects.</p><p></p><p>* A character who is severely injured and receives minimal assistance will take a long time to recover their fullest health.</p><p></p><p>* There needs to be a separation of wounding and injuries from the capacity to go on despite those wounds and injuries. The restoration of luck, morale, will to go on, toughness, divine favour, inner resolve, skill and strength should happen at a different pace (and a much quicker pace) than the recovery from wounds and injuries. Combining the two into the one concept is always going to cause logical issues and unpleasant corner cases. </p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5964585, member: 11300"] Some design ideas I would like to see: * A character may be incapacitated but they are not automatically unconscious. * I would like to see dying words in a game without being obviously forced by the DM. There should be a point where a character is dying and mundane or standard magical healing no longer works on them. Every death does not need to end with an abbreviated exclamation mark. Death can linger for a while so you have that chance at getting those last words out. * Having said that, a dire contract with dark or mysterious forces or very powerful divine magic can perhaps bring about the recovery of a "dying" character. There should typically be a window of opportunity to do this magic when somebody is dying. Once somebody is dead, they are typically gone and cannot be returned. Only the most powerful of magic or divine relationships should resurrect a dead character. * Magical healing should take time (at least an hour) and be a carefully considered and appreciated resource rather than the spamtastic and expected thing it can become. * A weak character may be lightly injured yet incapcitated (the pain, the pain!!). A tough character may be heavily injured yet able to go on. In other words, there should be a link between capacity for pain and morale. * Some characters should be able to help their party with this morale thing, the will to go on as it were. It does not affect the injuries a character has, it just affects how the character deals with those injuries. * Mundane healing should be an effective (but not over-effective) and typical method of dealing with party injuries. It might not get everyone back to 100% on a daily basis, and there are times when a PC will be injured beyond the typical scope of someone with mundane skill in healing, (and this is when magical healing resources should be considered). But most of the time, mundane healing should be good enough to keep the party adventuring. * A PC should be able to battle on despite being injured, the PCs should not need to stop to get everyone back to full health to adventure. (In other words no 15 minute workday due to hit points/healing). * PCs need to be able to adventure and only stop when one or more of the group are incapacitated. * There should be a way of knocking someone out that does not have any long term wounding effects. * A character who is severely injured and receives minimal assistance will take a long time to recover their fullest health. * There needs to be a separation of wounding and injuries from the capacity to go on despite those wounds and injuries. The restoration of luck, morale, will to go on, toughness, divine favour, inner resolve, skill and strength should happen at a different pace (and a much quicker pace) than the recovery from wounds and injuries. Combining the two into the one concept is always going to cause logical issues and unpleasant corner cases. Best Regards Herremann the Wise [/QUOTE]
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Design principles of healing - no mechanics allowed
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