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General Tabletop Discussion
*Pathfinder & Starfinder
Design principles of healing - no mechanics allowed
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<blockquote data-quote="Tony Vargas" data-source="post: 5964643" data-attributes="member: 996"><p>No problem. I'd like to ask everyone to think about the fantasy genre, and how wounds and healing seem to happen there, and when and why those things may add interest or drama (or camp, which can be a lot of fun, too).</p><p></p><p>I suppose you could just go over to TV tropes and hear a lot of the same stuff, but, here's my thoughts.</p><p></p><p></p><p>In fantasy, very serious (but not fatal) wounds, are not the norm. Maybe this is because, in the periods fantasy tends to harken back to, serious wounds tended to be mortal. Maybe it's because a dead hero's story tends to be over. :shrug: Anyway, you may see heroes in fantasy get hurt, winded, knocked about, rendered unconscious, or overpowered, in less than-climactic battles. When a hero gets badly wounded enough that he's staggering around or whatever, he usually still pushes through it when it counts. When the hero is rendered helpless or nearly so by a serious enough wound, it generally sets up a 'quest' by another character - to heal him, or to take up the hero's mission. That is, it's a major 'plot point.' Obviously that goes double for the hero's death. </p><p></p><p>D&D features heroes who fight a /lot/. Most of D&D needs to model the less-than-climactic battles heros fight in genre - unless, of course, the general tone/flavor/feel of the game needs to be changed to be vastly less combat-oriented, I suppose.</p><p></p><p>It'd also be great - if everyone's up for it at the table - to be able to handle those really dramatic situations where heroes get wounded, cursed, captured, or whatever.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5964643, member: 996"] No problem. I'd like to ask everyone to think about the fantasy genre, and how wounds and healing seem to happen there, and when and why those things may add interest or drama (or camp, which can be a lot of fun, too). I suppose you could just go over to TV tropes and hear a lot of the same stuff, but, here's my thoughts. In fantasy, very serious (but not fatal) wounds, are not the norm. Maybe this is because, in the periods fantasy tends to harken back to, serious wounds tended to be mortal. Maybe it's because a dead hero's story tends to be over. :shrug: Anyway, you may see heroes in fantasy get hurt, winded, knocked about, rendered unconscious, or overpowered, in less than-climactic battles. When a hero gets badly wounded enough that he's staggering around or whatever, he usually still pushes through it when it counts. When the hero is rendered helpless or nearly so by a serious enough wound, it generally sets up a 'quest' by another character - to heal him, or to take up the hero's mission. That is, it's a major 'plot point.' Obviously that goes double for the hero's death. D&D features heroes who fight a /lot/. Most of D&D needs to model the less-than-climactic battles heros fight in genre - unless, of course, the general tone/flavor/feel of the game needs to be changed to be vastly less combat-oriented, I suppose. It'd also be great - if everyone's up for it at the table - to be able to handle those really dramatic situations where heroes get wounded, cursed, captured, or whatever. [/QUOTE]
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Design principles of healing - no mechanics allowed
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