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General Tabletop Discussion
*Pathfinder & Starfinder
Design principles of healing - no mechanics allowed
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5966009" data-attributes="member: 710"><p>Just one random thought - Torg for example has some very different design principles behind healing.</p><p></p><p>For more nitty-gritty details check the spoiler block: </p><p>[sblock]</p><p>You split between wounds and shock damage, basically. Wounds is physical damage and takes a long time to heal. If you take damage, you take some shock and some wounds. You can spend some game resources to take away some of those wounds or some of that shock, or a combination. If you take too much shock, you fall unconscious. Most of the time people will buy of wounds, but when they are close to being knocked out, they may decide to rather accept a wound. </p><p>But that's not all - during the game, random events occur - one of them adds more shock, and another (Inspiration) removes it all. </p><p>[/sblock]</p><p></p><p>The interesting aspects here are:</p><p></p><ul> <li data-xf-list-type="ul">Damage is split between wounds and fate/fatigue/skills</li> <li data-xf-list-type="ul"> A lot of focus is on damage avoidance via resource expenditure*</li> <li data-xf-list-type="ul">Mid-Combat healing is not an element controlled by the DM or players, but a random event.</li> </ul><p>Overall, Torg doesn't seem to have as much yo-yo-health as, s ay D&D had, but thanks to the random events, it also allows for mid-combat recoveries, and these can be very important (unfortunately, in the real dramatic situations, they are rarer than in standard scenes). </p><p></p><p></p><p></p><p>But I think the 3rd point is rather unique - instead of having Clerics casting magic spells to close wounds, Bards inspiring people to bigger deeds and Warlords demanding you to toughen up, mid-combat non-wound healing is a random event outside of the control of the players or the DM.</p><p></p><p></p><p></p><p></p><p></p><p><span style="font-size: 9px">*) In Torg, while mechanically the resource - possibilities - have all the trappings of a metagame resource, it actually has an in-setting rationale. </span></p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5966009, member: 710"] Just one random thought - Torg for example has some very different design principles behind healing. For more nitty-gritty details check the spoiler block: [sblock] You split between wounds and shock damage, basically. Wounds is physical damage and takes a long time to heal. If you take damage, you take some shock and some wounds. You can spend some game resources to take away some of those wounds or some of that shock, or a combination. If you take too much shock, you fall unconscious. Most of the time people will buy of wounds, but when they are close to being knocked out, they may decide to rather accept a wound. But that's not all - during the game, random events occur - one of them adds more shock, and another (Inspiration) removes it all. [/sblock] The interesting aspects here are: [LIST] [*]Damage is split between wounds and fate/fatigue/skills [*] A lot of focus is on damage avoidance via resource expenditure* [*]Mid-Combat healing is not an element controlled by the DM or players, but a random event. [/LIST] Overall, Torg doesn't seem to have as much yo-yo-health as, s ay D&D had, but thanks to the random events, it also allows for mid-combat recoveries, and these can be very important (unfortunately, in the real dramatic situations, they are rarer than in standard scenes). But I think the 3rd point is rather unique - instead of having Clerics casting magic spells to close wounds, Bards inspiring people to bigger deeds and Warlords demanding you to toughen up, mid-combat non-wound healing is a random event outside of the control of the players or the DM. [SIZE=1]*) In Torg, while mechanically the resource - possibilities - have all the trappings of a metagame resource, it actually has an in-setting rationale. [/SIZE] [/QUOTE]
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Design principles of healing - no mechanics allowed
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