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*Pathfinder & Starfinder
Healing Fully With Rest - Is It Really That Big of a Deal?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5926637" data-attributes="member: 54877"><p>Agree with Firelance: The key issues are tying all resource restoration together on roughly the same schedule, and should there be an intermediate step between short rest and full recovery?</p><p> </p><p></p><p>Providing explicit "dial" settings for the time required for each rest period is half the answer. The other half is providing that intermediate setting. I suggest something like this, spring-boarding off of some previous discussion:</p><ul> <li data-xf-list-type="ul">Short rest - as playtest.</li> <li data-xf-list-type="ul">Moderate rest - by default 8 hours, even in rough conditions (e.g. a dungeon, the wild), get back hit points equal to rolling all Hit Dice for free, then restore all Hit Dice (which can then be used immediately with kit or saved). Also make appropriate checks to restore each spell slot (or any other form of "daily" powers).</li> <li data-xf-list-type="ul">Extended rest - as playtest, but require several days to a week in a safe, restful location to get the benefits.</li> </ul><p>Then besides dialing the time periods of each of these to suit the campaign, you are also encouraged to "switch" off one or two of them, as also fits the campaign. You want something quasi Basic-like? Switch off the short rest. Want something a lot like 4E? Switch off the moderate rest (and dial down the time on the extended rest). </p><p> </p><p>In addition to all of that, I would also suggest a module (but not core) for an abstract "extreme fatigue" system, that is designed to provide a strategic death spiral but not a tactical one. Provide several ways that characters that hit zero hit points, cast major spells, etc. can get -1 (stackable) to future checks, curable only with an extended rest or major magic. For the baseline, something like -1 per every strenuous day, unless a check succeeds, would work. This option is solely to put some bite into "operational play" where that is desired, without getting too draconian on the hit point and spell restoration. As such, it should be ignored for more cinematic games.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5926637, member: 54877"] Agree with Firelance: The key issues are tying all resource restoration together on roughly the same schedule, and should there be an intermediate step between short rest and full recovery? Providing explicit "dial" settings for the time required for each rest period is half the answer. The other half is providing that intermediate setting. I suggest something like this, spring-boarding off of some previous discussion: [LIST] [*]Short rest - as playtest. [*]Moderate rest - by default 8 hours, even in rough conditions (e.g. a dungeon, the wild), get back hit points equal to rolling all Hit Dice for free, then restore all Hit Dice (which can then be used immediately with kit or saved). Also make appropriate checks to restore each spell slot (or any other form of "daily" powers). [*]Extended rest - as playtest, but require several days to a week in a safe, restful location to get the benefits. [/LIST]Then besides dialing the time periods of each of these to suit the campaign, you are also encouraged to "switch" off one or two of them, as also fits the campaign. You want something quasi Basic-like? Switch off the short rest. Want something a lot like 4E? Switch off the moderate rest (and dial down the time on the extended rest). In addition to all of that, I would also suggest a module (but not core) for an abstract "extreme fatigue" system, that is designed to provide a strategic death spiral but not a tactical one. Provide several ways that characters that hit zero hit points, cast major spells, etc. can get -1 (stackable) to future checks, curable only with an extended rest or major magic. For the baseline, something like -1 per every strenuous day, unless a check succeeds, would work. This option is solely to put some bite into "operational play" where that is desired, without getting too draconian on the hit point and spell restoration. As such, it should be ignored for more cinematic games. [/QUOTE]
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