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Gamemastery Guide: What are your thoughts?
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<blockquote data-quote="CapnZapp" data-source="post: 7937994" data-attributes="member: 12731"><p>What I mean by this is that some groups may find the Medicine skill and assorted feats to be incredibly slow and cumbersome to use in play.</p><p></p><p>You need to check up a lot of rules, roll a lot of dice, and make constant decisions so much so that the healing between encounters can almost be considered a minigame all of itself. Healing can be quick but it can also be very slow, all dependent on your luck in making skill checks. For one feat you need to track who supplied the healing; for another you need to track who was the target of the healing. Various durations ("cooldowns") last for 10 minutes, 1 hour or even a day.</p><p></p><p>It would be nice to have a variant for groups who find this to be an entirely unwelcome intrusion in storytelling, immersion and focus on where to go next. When every other encounter ends with maybe ten minutes of decision making (should we rest? how long do we need? what should I do during that downtime? etc etc etc) that is made harder by the sheer variability of how much healing you get.</p><p></p><p><em>Edit:</em> To put all the malarkey and the number of hoops Paizo makes us jump through between encounters, how about this for comparison...:</p><p></p><p>If there isn't anything unexpectedly wrong about this (and the number is way off target), I feel confident in concluding there is zero excuses for not including this variant in the GMG, since it is <em>literally only a single sentence</em> and impossibly easy to remember!</p><p></p><p>[Spoiler=Previous crude example]</p><p>A very crude example of what I mean to provide contrast:</p><p></p><p style="margin-left: 20px"><em><span style="font-size: 18px">"You heal 1 point of damage per level and minute, provided you can take an uninterrupted ten minute break"</span></em></p><p></p><p>That is, after ten minutes a level 3 hero regains 30 hit points, for example.</p><p></p><p>Now this example would make skills and feats obsolete, so it might be considered unsatisfactory. But it can't be beat for easing decision making and doing away with administration!</p><p>[/SPOILER]</p><p></p><p>The GMG could have provided a variant where the speed of healing depends on your proficiency level in Medicine and which of the myriad of related feats you have taken, but still expressed in a number per 10 minutes that is automatic. "No rolls required" means reliable and with a minimum of fuss. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7937994, member: 12731"] What I mean by this is that some groups may find the Medicine skill and assorted feats to be incredibly slow and cumbersome to use in play. You need to check up a lot of rules, roll a lot of dice, and make constant decisions so much so that the healing between encounters can almost be considered a minigame all of itself. Healing can be quick but it can also be very slow, all dependent on your luck in making skill checks. For one feat you need to track who supplied the healing; for another you need to track who was the target of the healing. Various durations ("cooldowns") last for 10 minutes, 1 hour or even a day. It would be nice to have a variant for groups who find this to be an entirely unwelcome intrusion in storytelling, immersion and focus on where to go next. When every other encounter ends with maybe ten minutes of decision making (should we rest? how long do we need? what should I do during that downtime? etc etc etc) that is made harder by the sheer variability of how much healing you get. [I]Edit:[/I] To put all the malarkey and the number of hoops Paizo makes us jump through between encounters, how about this for comparison...: If there isn't anything unexpectedly wrong about this (and the number is way off target), I feel confident in concluding there is zero excuses for not including this variant in the GMG, since it is [I]literally only a single sentence[/I] and impossibly easy to remember! [Spoiler=Previous crude example] A very crude example of what I mean to provide contrast: [INDENT][I][SIZE=5]"You heal 1 point of damage per level and minute, provided you can take an uninterrupted ten minute break"[/SIZE][/I][/INDENT] That is, after ten minutes a level 3 hero regains 30 hit points, for example. Now this example would make skills and feats obsolete, so it might be considered unsatisfactory. But it can't be beat for easing decision making and doing away with administration! [/SPOILER] The GMG could have provided a variant where the speed of healing depends on your proficiency level in Medicine and which of the myriad of related feats you have taken, but still expressed in a number per 10 minutes that is automatic. "No rolls required" means reliable and with a minimum of fuss. :) [/QUOTE]
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