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General Tabletop Discussion
*Pathfinder & Starfinder
Healing Option
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 3384312" data-attributes="member: 32740"><p>Having tried my share of stunts and changes intended to make the PC's spend more time and effort upon natural healing methods I'll just say that it's not worth it.</p><p></p><p>I have accepted the fact that in a D&D world, for the <u>PLAYER CHARACTERS</u> at least, natural healing is - and should be - pathetic when compared to the immediately available and greatly superior magical alternatives. The first spell used by dang near every PC cleric is Cure Light Wounds. It is vastly superior and all but renders moot any form of natural rest, recuperation, and first aid. It's far more immediate and far more effective. PC's have access to this kind of healing right from the start of nearly any D&D game and all other things being equal there's no reason not to leave it at that.</p><p></p><p>The great bulk of the rest of the game worlds population does not have such healing available to them. Or at least not in the same way. They don't carry around stocks of healing potions, healing items, nor do they travel/live/work with, personally, on a 24/7/365 basis, spellcasters who can provide magical healing that just blows the mother-lovin' crap out of anything that can be done with bandages, splints, and herbal unguents.</p><p></p><p>In short I would ask: WHY are you making the change? The relevancy of the answer to that preempts further commentary on the change itself.</p><p></p><p>Addendum: The reason D20 Modern has a better, more comprehensive set of rules covering natural healing is because a d20 Modern setting generally assumes the COMPLETE ABSENCE of faster, better alternatives - like magic.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 3384312, member: 32740"] Having tried my share of stunts and changes intended to make the PC's spend more time and effort upon natural healing methods I'll just say that it's not worth it. I have accepted the fact that in a D&D world, for the [U]PLAYER CHARACTERS[/U] at least, natural healing is - and should be - pathetic when compared to the immediately available and greatly superior magical alternatives. The first spell used by dang near every PC cleric is Cure Light Wounds. It is vastly superior and all but renders moot any form of natural rest, recuperation, and first aid. It's far more immediate and far more effective. PC's have access to this kind of healing right from the start of nearly any D&D game and all other things being equal there's no reason not to leave it at that. The great bulk of the rest of the game worlds population does not have such healing available to them. Or at least not in the same way. They don't carry around stocks of healing potions, healing items, nor do they travel/live/work with, personally, on a 24/7/365 basis, spellcasters who can provide magical healing that just blows the mother-lovin' crap out of anything that can be done with bandages, splints, and herbal unguents. In short I would ask: WHY are you making the change? The relevancy of the answer to that preempts further commentary on the change itself. Addendum: The reason D20 Modern has a better, more comprehensive set of rules covering natural healing is because a d20 Modern setting generally assumes the COMPLETE ABSENCE of faster, better alternatives - like magic. [/QUOTE]
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