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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="Daag" data-source="post: 5927228" data-attributes="member: 3167"><p>I don't know that the current healing appeals to either side of the ball in terms of how much healing their should be. My biggest problem with healing in its current form is it penalizes the class that should be healing fastest. The fighter has always been screwed in terms of healing. The fighter arguably should be the class that recovers the fastest, but is often the one that takes the longest. </p><p></p><p>To me 8 hp of damage to a fighter doesn't mean the same thing as 8 hp of damage to a wizard. And as the fighter is on the front line, he will often take weeks to recover where the wizard will take a day or two. From reading all the playtest reports, it seems like the 15 minute work day is back, and the current healing only promotes that. The caster will get their spells back, but so to does the fighter get his hp back. So in the current iteration the fighter gets to recover all of his resources just like the casters.</p><p></p><p>For me, what 4e did in terms of healing, was get rid of the 15 minute workday. It was quite common for my groups to get through 5-7 encounters before needing a rest. I really enjoyed this aspect of 4e, but I understand some people might not. It also made the healing a percentage of a characters hp, which meant the fighter types would healing more with less resources.</p><p></p><p>On D&D requiring you to have a cleric as a healer, as the only option is a terrible idea. I don't mind that d&d assumes that you will have a healer in the group, but why does cleric need to be the only class that does it? Not everyone or every group likes playing a religion focused caster, and it should not be required. </p><p></p><p>Lasting injuries should probably be an add on for those who want them, because I'm not sure if it would be accepted as default. Perhaps you can acquire lasting injuries, and the only way to heal naturally when one is acquired is by receiving some sort of magical healing. </p><p></p><p>In any case, I think most agree that healing isn't where it should be. I think the best bet is to provide many different ways of dealing with healing and hp, and let groups decide on their own which to you. The tricky part is choosing the default assumptions. Hopefully in later playtests they'll provide multiple methods and lets group choose which they want so they aren't immediately turned off by the playtest.</p></blockquote><p></p>
[QUOTE="Daag, post: 5927228, member: 3167"] I don't know that the current healing appeals to either side of the ball in terms of how much healing their should be. My biggest problem with healing in its current form is it penalizes the class that should be healing fastest. The fighter has always been screwed in terms of healing. The fighter arguably should be the class that recovers the fastest, but is often the one that takes the longest. To me 8 hp of damage to a fighter doesn't mean the same thing as 8 hp of damage to a wizard. And as the fighter is on the front line, he will often take weeks to recover where the wizard will take a day or two. From reading all the playtest reports, it seems like the 15 minute work day is back, and the current healing only promotes that. The caster will get their spells back, but so to does the fighter get his hp back. So in the current iteration the fighter gets to recover all of his resources just like the casters. For me, what 4e did in terms of healing, was get rid of the 15 minute workday. It was quite common for my groups to get through 5-7 encounters before needing a rest. I really enjoyed this aspect of 4e, but I understand some people might not. It also made the healing a percentage of a characters hp, which meant the fighter types would healing more with less resources. On D&D requiring you to have a cleric as a healer, as the only option is a terrible idea. I don't mind that d&d assumes that you will have a healer in the group, but why does cleric need to be the only class that does it? Not everyone or every group likes playing a religion focused caster, and it should not be required. Lasting injuries should probably be an add on for those who want them, because I'm not sure if it would be accepted as default. Perhaps you can acquire lasting injuries, and the only way to heal naturally when one is acquired is by receiving some sort of magical healing. In any case, I think most agree that healing isn't where it should be. I think the best bet is to provide many different ways of dealing with healing and hp, and let groups decide on their own which to you. The tricky part is choosing the default assumptions. Hopefully in later playtests they'll provide multiple methods and lets group choose which they want so they aren't immediately turned off by the playtest. [/QUOTE]
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Healing Fully With Rest - Is It Really That Big of a Deal?
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