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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Fast Healer (feat)
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<blockquote data-quote="Ahnehnois" data-source="post: 5676464" data-attributes="member: 17106"><p>Is it really unbalancing? Not in most cases, but it is in some. One thing that jumps to mind is stabilization. A character with this feat would never die unless killed outright by damage or coup de graced (or death effects, etc.). You might want to add a provision that it stops working if you drop to 0.</p><p></p><p>I would also be concerned about the multiple applications. At high levels, it could become problematic (both style and balance-wise). The reason PF took away multiple toughness is because the feat scales now, and this feat scales better.</p><p></p><p>It certainly is abusable in situations where a character would take a small amount of damage over a prolonged period of time, but generally the environmental/starvation rules preclude fast healing and not many actual opponents do that.</p><p></p><p>Realistically, the ability to heal damage after a combat is not usually a significant balancing factor, but it does depend on your style. My characters rarely fight more than once and almost never more than twice in a day, so that stuff is irrelevant. If you run a combat-heavy game with dungeons that have several consecutive moderately challenging fights, then this feat could become somewhat unbalancing.</p><p></p><p>The real issue I think is do you want to make the D&D damage system even more abstract? A character jumps off a ten-story building, barely survives, and is fine ten minutes later. Frankly, I already dislike the abstract nature of hit points already, but whether you do is up to you.</p><p></p><p>***</p><p></p><p>You might also consider adopting Trailblazer's rest rules. Basically, they say that you can gain the benefits of rest (spells, hp, /day class abilities restored) by taking a 10-minute break. No feat, and it universally benefits all characters. If reducing out of combat healing magic is your goal, this does the job.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5676464, member: 17106"] Is it really unbalancing? Not in most cases, but it is in some. One thing that jumps to mind is stabilization. A character with this feat would never die unless killed outright by damage or coup de graced (or death effects, etc.). You might want to add a provision that it stops working if you drop to 0. I would also be concerned about the multiple applications. At high levels, it could become problematic (both style and balance-wise). The reason PF took away multiple toughness is because the feat scales now, and this feat scales better. It certainly is abusable in situations where a character would take a small amount of damage over a prolonged period of time, but generally the environmental/starvation rules preclude fast healing and not many actual opponents do that. Realistically, the ability to heal damage after a combat is not usually a significant balancing factor, but it does depend on your style. My characters rarely fight more than once and almost never more than twice in a day, so that stuff is irrelevant. If you run a combat-heavy game with dungeons that have several consecutive moderately challenging fights, then this feat could become somewhat unbalancing. The real issue I think is do you want to make the D&D damage system even more abstract? A character jumps off a ten-story building, barely survives, and is fine ten minutes later. Frankly, I already dislike the abstract nature of hit points already, but whether you do is up to you. *** You might also consider adopting Trailblazer's rest rules. Basically, they say that you can gain the benefits of rest (spells, hp, /day class abilities restored) by taking a 10-minute break. No feat, and it universally benefits all characters. If reducing out of combat healing magic is your goal, this does the job. [/QUOTE]
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Fast Healer (feat)
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