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General Tabletop Discussion
*Pathfinder & Starfinder
Design principles of healing - no mechanics allowed
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<blockquote data-quote="Frostmarrow" data-source="post: 5965797" data-attributes="member: 1122"><p>Since most creatures are squishy and only one well placed shot is enough to kill just about anything we need a buffer of something, call it plot immunity, to keep interesting characters alive even though realistically they would die pretty quickly when faced with the dangers the game presents. One hammer blow to the head kills anything that relies on a functioning head. Mind you, the size of the hammer may vary.</p><p>We also need to prolong combat somewhat from what is realistic since combat in RPGs is entertainment and not lifethreatening. So, in order to have combat last longer than it takes for a hammer to fall we need a plot immunity function. The exact size of this plot immunity should not be confused with the size of the creature. It should be measured out of the need for plot immunity. A dragon should last longer in combat than a goblin, but not because of the dragon's overwhelming size but rather due to the dragon's superior awesomeness.</p><p>It's only the killing blow that is interesting. The fighting that goes on up until this moment is just entertaining water treading.</p><p>Given this, healing is only useful once a creature has been struck by the hammer. Once a character is defeated will we need to know what injury the character has suffered and what healing techniques to employ. Also, since plot immunity has nothing to do with morale or courage it is illogical to think that encouraging words from a third party would do anything to extend that immunity. Encouraging words need to find another function in the game (such as pure role-playing thank you very much).</p></blockquote><p></p>
[QUOTE="Frostmarrow, post: 5965797, member: 1122"] Since most creatures are squishy and only one well placed shot is enough to kill just about anything we need a buffer of something, call it plot immunity, to keep interesting characters alive even though realistically they would die pretty quickly when faced with the dangers the game presents. One hammer blow to the head kills anything that relies on a functioning head. Mind you, the size of the hammer may vary. We also need to prolong combat somewhat from what is realistic since combat in RPGs is entertainment and not lifethreatening. So, in order to have combat last longer than it takes for a hammer to fall we need a plot immunity function. The exact size of this plot immunity should not be confused with the size of the creature. It should be measured out of the need for plot immunity. A dragon should last longer in combat than a goblin, but not because of the dragon's overwhelming size but rather due to the dragon's superior awesomeness. It's only the killing blow that is interesting. The fighting that goes on up until this moment is just entertaining water treading. Given this, healing is only useful once a creature has been struck by the hammer. Once a character is defeated will we need to know what injury the character has suffered and what healing techniques to employ. Also, since plot immunity has nothing to do with morale or courage it is illogical to think that encouraging words from a third party would do anything to extend that immunity. Encouraging words need to find another function in the game (such as pure role-playing thank you very much). [/QUOTE]
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Design principles of healing - no mechanics allowed
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