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Sickness and Health: New diseases for your 5E game!
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General Tabletop Discussion
*Pathfinder & Starfinder
Discussing a new PF2 healing paradigm
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<blockquote data-quote="CapnZapp" data-source="post: 8263826" data-attributes="member: 12731"><p>You have 6 surges always. The number does not change as you level up. But you always heal back up fully with those six surges. If you have 60 hp a surge is 10 hp. When you level up a few times and gain another 30 hp, a surge is 15 hp.</p><p></p><p>The number 6 could have been 5 or 8. Why did I choose 6? Reasons include:</p><ul> <li data-xf-list-type="ul">I wanted you to heal back up in about thirty minutes time. You can have up to three focus points, each rest activity (refocus, repairing your shield, whatever...) is ten minutes. So thirty minutes seems to be the sweet spot. Rest much longer than that, and the "choose your rest activity" minigame goes away; you can simply take all the rest activities you want. Rest for only 10 minutes, and some classes suffer for it. So I wanted a number that was evenly divisible by 30. Three surges is too coarse, too chunky. Six is just about right <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></li> <li data-xf-list-type="ul">since you spend one action per surge, the amount of healing should be comparable to what Battle Medicine used to give you. That is, a nice chunk of healing, useful enough that you might actually use it in combat, but not overwhelmingly much. You heal half your hp each time you spend your full three-action turn. This seemed about right. Not too slow, not too fast... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></li> <li data-xf-list-type="ul">since each condition removes one surge, I needed to consider the effective maximum. As far as I can see, you almost never gain more than 4 levels of a condition. So I wanted more surges than 4, but not many more. I settled on 6 <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></li> </ul></blockquote><p></p>
[QUOTE="CapnZapp, post: 8263826, member: 12731"] You have 6 surges always. The number does not change as you level up. But you always heal back up fully with those six surges. If you have 60 hp a surge is 10 hp. When you level up a few times and gain another 30 hp, a surge is 15 hp. The number 6 could have been 5 or 8. Why did I choose 6? Reasons include: [LIST] [*]I wanted you to heal back up in about thirty minutes time. You can have up to three focus points, each rest activity (refocus, repairing your shield, whatever...) is ten minutes. So thirty minutes seems to be the sweet spot. Rest much longer than that, and the "choose your rest activity" minigame goes away; you can simply take all the rest activities you want. Rest for only 10 minutes, and some classes suffer for it. So I wanted a number that was evenly divisible by 30. Three surges is too coarse, too chunky. Six is just about right :) [*]since you spend one action per surge, the amount of healing should be comparable to what Battle Medicine used to give you. That is, a nice chunk of healing, useful enough that you might actually use it in combat, but not overwhelmingly much. You heal half your hp each time you spend your full three-action turn. This seemed about right. Not too slow, not too fast... :) [*]since each condition removes one surge, I needed to consider the effective maximum. As far as I can see, you almost never gain more than 4 levels of a condition. So I wanted more surges than 4, but not many more. I settled on 6 :) [/LIST] [/QUOTE]
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