CapnZapp
Legend
PF2 healing options are misaligned to the needs and expectations of the game.
What the game needs, expands and what makes combat encounters work best is: between each encounter all characters return to full hp; characters start each encounter at full hp. But healing options come across as a throw-back to the much more simulationist era of 3E or PF1, meaning time or magic resources are needed to heal up. (Most healing rules are also much too complex and filled with dice rolling and decision points, but here we'll focus on the fundamentals) But tracking this just isn't interesting or relevant - the fact remains that characters need to start the next encounter at full hp. Whether the rest takes 10 minutes or 1 hour doesn't matter, you simply do not press on until at or close to max hp.
The disparity between having a full-time combat healer (such as a spellcaster with access to the Heal spell) and not having that is enormous.
The subgame of focus points and when and where to use them and regain them basically assumes you will often take rests no longer than 30 minutes, at least if the "minigame" of "choose your 10-minute resting activity" is meant to be a meaningful choice rather than "since we need 50 minutes to rest up, I'll take all the resting activities I need".
In old D&D your total hp buffer was expected to be sufficient for many battles, where you only lose a portion each time. Deciding when and where to heal back up and when and where to retire for the day was a resource management aspect of those games. In PF2 you can't expect heroes to press on at only half hp, so any resource management framework needs to manage another resource than hit points. Partially PF2 does already offer this (through Conditions such as Drained and Fatigued).
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What would serve the game much better is much simpler and more streamlined healing options that actually are aligned with the basic goal of getting the heroes back up to full between encounters. This could also provide an opportunity to reintroduce resource management into the game, and make the presence or absence of a combat healer such as a Cleric less of a game-changer.
We'll take familiar terms from other D&D games and use them for our purposes:
§ A healing surge is 1/6th of your maximum hit point total (round up). Write down your healing surge value on your character sheet.
Every character starts with six healing surges. This maximum can be reduced to three, but no lower.
Whenever your maximum hit point total is reduced by conditions, curses etc do not recalculate your healing surge value. Instead reduce the maximum number of healing surges you can have by one per Drained condition or similar, or by one per amount of max hp reduction comparable to your healing surge value, to a minimum of three healing surges.
§ You automatically regain hit points by resting for free.
You heal an amount of damage equal to your healing surge value for every 5 minutes of uninterrupted rest. Thus you will be restored to full health in half an hour (unless forced to run, partake in combat, cast hostile spells, etc). During resting time you can perform any low-intensity exploration activity you like, such as Repair or Refocus. This does not cost you any Healing Surges.
§ Actions and activities changes as follows:
Healing Surge (1-action) [HEALING]: Spend a Healing Surge to instantly heal an amount of damage equal to your healing surge value. This action is available to all characters.
Treat Wounds [EXPLORATION, HEALING, MANIPULATE]: You spend 10 minutes attempting to restore a spent Healing Surge to a living creature (targeting yourself, if you so choose). There is no timed immunity, but a given creature cannot benefit from simultaneous Treat Wounds activities. The DC for the Medicine check is the level-based DC for the creature's level, but you may elect lower the DC by 5 by doubling the time needed for the activity.
Battle Medicine: this activity is retired and not available.
§ Once every 24 hours, you can take a period of rest (typically 8 hours), after which you regain all spent Healing Surges, and you might recover from or improve certain conditions.
What the game needs, expands and what makes combat encounters work best is: between each encounter all characters return to full hp; characters start each encounter at full hp. But healing options come across as a throw-back to the much more simulationist era of 3E or PF1, meaning time or magic resources are needed to heal up. (Most healing rules are also much too complex and filled with dice rolling and decision points, but here we'll focus on the fundamentals) But tracking this just isn't interesting or relevant - the fact remains that characters need to start the next encounter at full hp. Whether the rest takes 10 minutes or 1 hour doesn't matter, you simply do not press on until at or close to max hp.
The disparity between having a full-time combat healer (such as a spellcaster with access to the Heal spell) and not having that is enormous.
The subgame of focus points and when and where to use them and regain them basically assumes you will often take rests no longer than 30 minutes, at least if the "minigame" of "choose your 10-minute resting activity" is meant to be a meaningful choice rather than "since we need 50 minutes to rest up, I'll take all the resting activities I need".
In old D&D your total hp buffer was expected to be sufficient for many battles, where you only lose a portion each time. Deciding when and where to heal back up and when and where to retire for the day was a resource management aspect of those games. In PF2 you can't expect heroes to press on at only half hp, so any resource management framework needs to manage another resource than hit points. Partially PF2 does already offer this (through Conditions such as Drained and Fatigued).
---
What would serve the game much better is much simpler and more streamlined healing options that actually are aligned with the basic goal of getting the heroes back up to full between encounters. This could also provide an opportunity to reintroduce resource management into the game, and make the presence or absence of a combat healer such as a Cleric less of a game-changer.
We'll take familiar terms from other D&D games and use them for our purposes:
§ A healing surge is 1/6th of your maximum hit point total (round up). Write down your healing surge value on your character sheet.
Every character starts with six healing surges. This maximum can be reduced to three, but no lower.
Whenever your maximum hit point total is reduced by conditions, curses etc do not recalculate your healing surge value. Instead reduce the maximum number of healing surges you can have by one per Drained condition or similar, or by one per amount of max hp reduction comparable to your healing surge value, to a minimum of three healing surges.
§ You automatically regain hit points by resting for free.
You heal an amount of damage equal to your healing surge value for every 5 minutes of uninterrupted rest. Thus you will be restored to full health in half an hour (unless forced to run, partake in combat, cast hostile spells, etc). During resting time you can perform any low-intensity exploration activity you like, such as Repair or Refocus. This does not cost you any Healing Surges.
§ Actions and activities changes as follows:
Healing Surge (1-action) [HEALING]: Spend a Healing Surge to instantly heal an amount of damage equal to your healing surge value. This action is available to all characters.
Treat Wounds [EXPLORATION, HEALING, MANIPULATE]: You spend 10 minutes attempting to restore a spent Healing Surge to a living creature (targeting yourself, if you so choose). There is no timed immunity, but a given creature cannot benefit from simultaneous Treat Wounds activities. The DC for the Medicine check is the level-based DC for the creature's level, but you may elect lower the DC by 5 by doubling the time needed for the activity.
Battle Medicine: this activity is retired and not available.
§ Once every 24 hours, you can take a period of rest (typically 8 hours), after which you regain all spent Healing Surges, and you might recover from or improve certain conditions.
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