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General Tabletop Discussion
*Pathfinder & Starfinder
Discussing a new PF2 healing paradigm
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<blockquote data-quote="Disgruntled Hobbit" data-source="post: 8265503" data-attributes="member: 7030041"><p>Not as experienced a DM as some of ya’ll. But when I started running I asked my DM for tips and she said “never ask for a roll if failing ain’t interesting.” Looking at the Medicine skill the penalty for failure is waiting another hour. Or two. That ain’t very interesting</p><p>Reading the rules, the intent of the Medicine skill is having you to stop for 10 minutes (recharging your Focus Spells) then keep adventuring for at least an hour before resting again and topping off more HP</p><p></p><p>As written, Medicine just don’t work. You want to be full health to avoid a party wipe but can only Treat Wounds once per hour AND the amount healed doesn’t scale well. You end up resting for multiple hours between fights.</p><p></p><p>Fixing healing would be adding a reason to make a Medicine roll. And making that 40% chance of failure on the roll interesting. A benefit for success and penalty for failure that matter. Otherwise you might as well make full HP recovery hour and skim over healing</p><p>CapZapp's rules seem fine but don't add a benefit for crits or penalty for failures. And they don't add a reason to bother rolling for Treat Wounds apart from mandating tracking time in ten minute intervals between fights. There's no reward for be a Legendary Medic</p><p></p><p>What if you had a cap on Healing Surges that could be used each fight? The 4th Ed Second Wind as a Focus Power that you needed to regain. And Treat Injuries could crit to grant a bonus Second Wind in an encounter. Fumbling could reduce your maximum Healing Surges for the day.</p></blockquote><p></p>
[QUOTE="Disgruntled Hobbit, post: 8265503, member: 7030041"] Not as experienced a DM as some of ya’ll. But when I started running I asked my DM for tips and she said “never ask for a roll if failing ain’t interesting.” Looking at the Medicine skill the penalty for failure is waiting another hour. Or two. That ain’t very interesting Reading the rules, the intent of the Medicine skill is having you to stop for 10 minutes (recharging your Focus Spells) then keep adventuring for at least an hour before resting again and topping off more HP As written, Medicine just don’t work. You want to be full health to avoid a party wipe but can only Treat Wounds once per hour AND the amount healed doesn’t scale well. You end up resting for multiple hours between fights. Fixing healing would be adding a reason to make a Medicine roll. And making that 40% chance of failure on the roll interesting. A benefit for success and penalty for failure that matter. Otherwise you might as well make full HP recovery hour and skim over healing CapZapp's rules seem fine but don't add a benefit for crits or penalty for failures. And they don't add a reason to bother rolling for Treat Wounds apart from mandating tracking time in ten minute intervals between fights. There's no reward for be a Legendary Medic What if you had a cap on Healing Surges that could be used each fight? The 4th Ed Second Wind as a Focus Power that you needed to regain. And Treat Injuries could crit to grant a bonus Second Wind in an encounter. Fumbling could reduce your maximum Healing Surges for the day. [/QUOTE]
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Discussing a new PF2 healing paradigm
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