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General Tabletop Discussion
*Pathfinder & Starfinder
Healing Fully With Rest - Is It Really That Big of a Deal?
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<blockquote data-quote="Herremann the Wise" data-source="post: 5924765" data-attributes="member: 11300"><p>For me, I have believability issues when any sort of physical non-deadly damage can be healed through mundane means too rapidly. It does not make sense that a character can be close to death one day, and fully recovered the following without the influence of magic. The removal of the possibility of lasting wounds from the resulting narrative of the game is not believable for a game featuring combat and adventuring in general.</p><p></p><p>To clarify further:</p><p></p><p>- I don't have a problem with (as hit points, bloodied and unbloodied are described in the playtest) any character who is on 1hp or greater recovering their full hit points from a full rest. I can easily cope with a bloodied character bandaging up a gash, and continuing on the next day. The wound is not healed, but it is judged as no longer affecting the character's performance. To me, that <strong><em>IS </em></strong>D&D.</p><p></p><p>- What I do have a problem with is a character on zero or below who has been knocked out/incapacitated and gets back to 1hp through mundane means too easily (so they can then take advantage of rests to restore hit points). The process of getting back to 1hp through mundane means should be variably arduous depending upon how far under they are and how many death saves they have failed.</p><p></p><p>What I would like is for "wounds" as a module but that is a topic for another thread. Wounds that provide a penalty but allow for further adventuring (a character can be wounded but still have access to some of their hit points) seems an ideal feature from my perspective.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5924765, member: 11300"] For me, I have believability issues when any sort of physical non-deadly damage can be healed through mundane means too rapidly. It does not make sense that a character can be close to death one day, and fully recovered the following without the influence of magic. The removal of the possibility of lasting wounds from the resulting narrative of the game is not believable for a game featuring combat and adventuring in general. To clarify further: - I don't have a problem with (as hit points, bloodied and unbloodied are described in the playtest) any character who is on 1hp or greater recovering their full hit points from a full rest. I can easily cope with a bloodied character bandaging up a gash, and continuing on the next day. The wound is not healed, but it is judged as no longer affecting the character's performance. To me, that [B][I]IS [/I][/B]D&D. - What I do have a problem with is a character on zero or below who has been knocked out/incapacitated and gets back to 1hp through mundane means too easily (so they can then take advantage of rests to restore hit points). The process of getting back to 1hp through mundane means should be variably arduous depending upon how far under they are and how many death saves they have failed. What I would like is for "wounds" as a module but that is a topic for another thread. Wounds that provide a penalty but allow for further adventuring (a character can be wounded but still have access to some of their hit points) seems an ideal feature from my perspective. Best Regards Herremann the Wise [/QUOTE]
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Healing Fully With Rest - Is It Really That Big of a Deal?
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