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Healing Fully With Rest - Is It Really That Big of a Deal?
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<blockquote data-quote="eamon" data-source="post: 5926391" data-attributes="member: 51942"><p>Not at all! Cure Light Wounds only heals a rather small number of hit points. It's not going to be able to heal everyone fully every day.</p><p></p><p>Not to mention the fact that you'd need to reserve a significant potion of your resources just for healing. In my experience people will try to avoid that by being careful. Especially if healing is somewhat scarce and it's impractical to just heal everyone it's almost necessarily not more than a fallback safety net: use healing to heal the worst of the wounds when things go wrong but that that's not the default choice.</p><p></p><p>Also, in most games I'd run time is at least a background factor. There's a tribe shaman, a evil overlord, a scheming dragon, a lich, a spreading curse or whatever that's gaining ground, and the longer the PC's dally, the harder it's going to be to avert disaster. Even in the short-term, a tribe might not notice if it's outpost is empty for a day, but likely will if they don't hear of anything for a week.</p><p></p><p>I'd like the rules to allow for this kind of a little more careful play. I don't really care if it's default or not, but it <em>is</em> the kind of thing that might impact balance so I hope it's at least considered. I wouldn't want healing to be a major class feature of a core class or race in a way that makes it hard to take away without affecting balance.</p></blockquote><p></p>
[QUOTE="eamon, post: 5926391, member: 51942"] Not at all! Cure Light Wounds only heals a rather small number of hit points. It's not going to be able to heal everyone fully every day. Not to mention the fact that you'd need to reserve a significant potion of your resources just for healing. In my experience people will try to avoid that by being careful. Especially if healing is somewhat scarce and it's impractical to just heal everyone it's almost necessarily not more than a fallback safety net: use healing to heal the worst of the wounds when things go wrong but that that's not the default choice. Also, in most games I'd run time is at least a background factor. There's a tribe shaman, a evil overlord, a scheming dragon, a lich, a spreading curse or whatever that's gaining ground, and the longer the PC's dally, the harder it's going to be to avert disaster. Even in the short-term, a tribe might not notice if it's outpost is empty for a day, but likely will if they don't hear of anything for a week. I'd like the rules to allow for this kind of a little more careful play. I don't really care if it's default or not, but it [I]is[/I] the kind of thing that might impact balance so I hope it's at least considered. I wouldn't want healing to be a major class feature of a core class or race in a way that makes it hard to take away without affecting balance. [/QUOTE]
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Healing Fully With Rest - Is It Really That Big of a Deal?
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