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*Pathfinder & Starfinder
Healing Potions seem odd
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<blockquote data-quote="NorthSaber" data-source="post: 4394974" data-attributes="member: 69975"><p>Our group has only 3 players and no leader, and I can't wait to get my hands on some of those healing potions. At level 4 my healing surge is about 10 anyway, so spending 50gp for a minor action that allows me to activate the surge is great!</p><p> </p><p>I can see, later on, that I'll have to think twice about using a potion, since I could get more hp from the healing surge after combat when I have a chance to rest. I see why they did this, though, as if the potion always just activated a healing surge, they'd scale infinitely and there would never be a need for a better healing potion - and I like that there are different potencies available. </p><p> </p><p>As for the realism, when you consider almost any medicine or drug, you eventually reach a point where additional doses in the same day just have no effect - or actually become harmful. So basically the way 4e does it is more realistic than pretty much anything I've seen any other RPG do. </p><p> </p><p>I can see how the way it works now might be disappointing to those who are used to having near-infinite healing provided they have enough gp to spare, but I prefer this system myself. Sticking to clearly defined resource pools means you need to strategize more carefully, which creates better immersion in my opinion.</p></blockquote><p></p>
[QUOTE="NorthSaber, post: 4394974, member: 69975"] Our group has only 3 players and no leader, and I can't wait to get my hands on some of those healing potions. At level 4 my healing surge is about 10 anyway, so spending 50gp for a minor action that allows me to activate the surge is great! I can see, later on, that I'll have to think twice about using a potion, since I could get more hp from the healing surge after combat when I have a chance to rest. I see why they did this, though, as if the potion always just activated a healing surge, they'd scale infinitely and there would never be a need for a better healing potion - and I like that there are different potencies available. As for the realism, when you consider almost any medicine or drug, you eventually reach a point where additional doses in the same day just have no effect - or actually become harmful. So basically the way 4e does it is more realistic than pretty much anything I've seen any other RPG do. I can see how the way it works now might be disappointing to those who are used to having near-infinite healing provided they have enough gp to spare, but I prefer this system myself. Sticking to clearly defined resource pools means you need to strategize more carefully, which creates better immersion in my opinion. [/QUOTE]
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Healing Potions seem odd
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