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Fourthifying healing in SWSE
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<blockquote data-quote="Donovan Morningfire" data-source="post: 4966812" data-attributes="member: 39532"><p>Regarding the multiple second winds, I adopted Gary's suggestion with a couple alterations.</p><p></p><p>First was that Extra Second Wind instead lets you take an additional second wind during the same encounter instead of granting extra second winds, and the second that Tough as Nails only gives you additional second winds equal to your Constitution modifier. A friend of mine has used it in his campaign for quite a while, and it certainly does a fair bit of preventing one bad encounter from bringing an adventure to a crawl while the party tries to heal up. Aside from Luke in ESB, we never really see the heroes spending all kinds of time convalescing (and Luke had a pretty darn good reason to do so).</p><p></p><p>Making all conditions persistent is a horrifically <em>bad</em> idea. Especially given how easy it can be, particularly at lower levels, to get bumped one or two steps down the condition track, where every point of a penalty counts against you. To say nothing of stun weapons becoming even more dangerous, especially if used in tandem with feats and talents that let you move a target down the CT with a successful hit. It also makes talents like Equilibrium and Resilience a lot more valuable than they already are. Maybe it works for a "grim'n'gritty" type of campaign, but Star Wars is anything <em>but</em> grim'n'gritty.</p></blockquote><p></p>
[QUOTE="Donovan Morningfire, post: 4966812, member: 39532"] Regarding the multiple second winds, I adopted Gary's suggestion with a couple alterations. First was that Extra Second Wind instead lets you take an additional second wind during the same encounter instead of granting extra second winds, and the second that Tough as Nails only gives you additional second winds equal to your Constitution modifier. A friend of mine has used it in his campaign for quite a while, and it certainly does a fair bit of preventing one bad encounter from bringing an adventure to a crawl while the party tries to heal up. Aside from Luke in ESB, we never really see the heroes spending all kinds of time convalescing (and Luke had a pretty darn good reason to do so). Making all conditions persistent is a horrifically [i]bad[/i] idea. Especially given how easy it can be, particularly at lower levels, to get bumped one or two steps down the condition track, where every point of a penalty counts against you. To say nothing of stun weapons becoming even more dangerous, especially if used in tandem with feats and talents that let you move a target down the CT with a successful hit. It also makes talents like Equilibrium and Resilience a lot more valuable than they already are. Maybe it works for a "grim'n'gritty" type of campaign, but Star Wars is anything [i]but[/i] grim'n'gritty. [/QUOTE]
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