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*Pathfinder & Starfinder
Healing as an Afterthought
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<blockquote data-quote="buddhafrog" data-source="post: 5732453" data-attributes="member: 86605"><p>In general I like the concept of the medium rest. It makes sense and puts some normal life ideas into the game (eatting). However, I don't like taking away Healing Word from a minor. In many ways it is the key aspect of the character.</p><p></p><p>I do a few things regarding healing that I have come to love in my game:</p><p></p><ul> <li data-xf-list-type="ul">no more than 5 healing surges per night's rest. I don't usually have more than a few encounters per day. I like a "grittier" game with more risk. If PC's sleep in a safe/peaceful environment, they get 5 surges. The more stressful and uncomfortable, the fewer surges. If they are sleeping in a damp corner of a dungeon after almost being killed the night before and know that they are still the prey, they might only get 1d4-2 surges (min 1). I don't pull this extreme too often, but damn, it does add to the players' anxiety when I do. (As DM, I am aware of their health and might slightly tweak encounters to not take too much advantage of a too weakened party.) This does a few things: it gives the players a greater feeling of different environments, of growing danger that I feel would be present in a dangerous environments, and at times forces the players to vary their tactics which I thing challenges them and offers different characters different moments to shine.</li> <li data-xf-list-type="ul">My players usually never have the 15 minute adventuring day, but if they do in a dangerous environment and haven't camped extremely safely, they know that there is a much greater chance of dangerous random encounters coming their way. Almost guaranteed. </li> <li data-xf-list-type="ul">I let Paladins and Clerics use skill heal checks as a Standard action, and if they succeed, they can use one of their healing surges on their patient. I feel this gives more healing options and helps cover weakend party members but still makes it more of a sacrifice - and not guaranteed. I also nerf the "combat medic" feat a little to encourage taking it - but still transferring a healing surge to another takes a full standard action (not minor as stated in Combat Medic). *** I've found the PC's using this for NPC's often and it has really helped some of my players to connect to the NPC's around them which has been fantastic. He sees himself as a holy doctor.</li> <li data-xf-list-type="ul">I limit the max number of healing surges - usually by three - except for Paladins and Clerics. </li> <li data-xf-list-type="ul">I've played with not letting people ask "Who needs healing" mid-encounter. Players can call out for help of course. It hasn't worked well with some groups, but has worked great with others b/c enjoy more simulation and excel at role-play. It forces the healers to have the mind of a healer, not just the skill. They are aware. If they wouldn't know someone is hurt for some reason, I won't let them heal that PC.</li> </ul></blockquote><p></p>
[QUOTE="buddhafrog, post: 5732453, member: 86605"] In general I like the concept of the medium rest. It makes sense and puts some normal life ideas into the game (eatting). However, I don't like taking away Healing Word from a minor. In many ways it is the key aspect of the character. I do a few things regarding healing that I have come to love in my game: [LIST] [*]no more than 5 healing surges per night's rest. I don't usually have more than a few encounters per day. I like a "grittier" game with more risk. If PC's sleep in a safe/peaceful environment, they get 5 surges. The more stressful and uncomfortable, the fewer surges. If they are sleeping in a damp corner of a dungeon after almost being killed the night before and know that they are still the prey, they might only get 1d4-2 surges (min 1). I don't pull this extreme too often, but damn, it does add to the players' anxiety when I do. (As DM, I am aware of their health and might slightly tweak encounters to not take too much advantage of a too weakened party.) This does a few things: it gives the players a greater feeling of different environments, of growing danger that I feel would be present in a dangerous environments, and at times forces the players to vary their tactics which I thing challenges them and offers different characters different moments to shine. [*]My players usually never have the 15 minute adventuring day, but if they do in a dangerous environment and haven't camped extremely safely, they know that there is a much greater chance of dangerous random encounters coming their way. Almost guaranteed. [*]I let Paladins and Clerics use skill heal checks as a Standard action, and if they succeed, they can use one of their healing surges on their patient. I feel this gives more healing options and helps cover weakend party members but still makes it more of a sacrifice - and not guaranteed. I also nerf the "combat medic" feat a little to encourage taking it - but still transferring a healing surge to another takes a full standard action (not minor as stated in Combat Medic). *** I've found the PC's using this for NPC's often and it has really helped some of my players to connect to the NPC's around them which has been fantastic. He sees himself as a holy doctor. [*]I limit the max number of healing surges - usually by three - except for Paladins and Clerics. [*]I've played with not letting people ask "Who needs healing" mid-encounter. Players can call out for help of course. It hasn't worked well with some groups, but has worked great with others b/c enjoy more simulation and excel at role-play. It forces the healers to have the mind of a healer, not just the skill. They are aware. If they wouldn't know someone is hurt for some reason, I won't let them heal that PC. [/LIST] [/QUOTE]
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