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General Tabletop Discussion
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Healing Surges, Hit Dice, Martial Healing, and Overnight recovery: Which ones do you like?
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<blockquote data-quote="pemerton" data-source="post: 6288569" data-attributes="member: 42582"><p>OK. It doesn't seem to me that there is anything inherently better about a system in which encounters are entered at less than full hp; it's just another factor in determining combat difficulty. if you want pacing to matter (clearly the 4e designers did) you're going to have to account for it one way or another. If you don't care about pacing - eg prescripted encounter difficulty with variable hit point totals depending upon prior performance - then either you're going to have to do a lot of "fail forward" (which might include various soft-pedalled retreats) or alternatively a lot of generation of new characters to replace dead ones.</p><p></p><p>I don't see why any particular system has inherent virtues over the others. And in a module like ToH, as I mentioned, resting time is mere colour. You could change the "1 hp per day" rule to a "1 hp per week" rule and it wouldn't make the slightest difference. (Unless you start to worry about aging rules.)</p><p></p><p>I don't see the distinctiveness of the straitjacket, I guess. Long healing times are a straitjacket, too - I should know, I've GMed a lot of Rolemaster which uses long recovery times even for magical healing.</p><p></p><p>It depends on what sorts of storylines the game is meant to yield, and also on whether or not the passage of time iis a meaningful resource - in ToH it very much is not, in games with training mechanics (eg RQ, BW) it is.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6288569, member: 42582"] OK. It doesn't seem to me that there is anything inherently better about a system in which encounters are entered at less than full hp; it's just another factor in determining combat difficulty. if you want pacing to matter (clearly the 4e designers did) you're going to have to account for it one way or another. If you don't care about pacing - eg prescripted encounter difficulty with variable hit point totals depending upon prior performance - then either you're going to have to do a lot of "fail forward" (which might include various soft-pedalled retreats) or alternatively a lot of generation of new characters to replace dead ones. I don't see why any particular system has inherent virtues over the others. And in a module like ToH, as I mentioned, resting time is mere colour. You could change the "1 hp per day" rule to a "1 hp per week" rule and it wouldn't make the slightest difference. (Unless you start to worry about aging rules.) I don't see the distinctiveness of the straitjacket, I guess. Long healing times are a straitjacket, too - I should know, I've GMed a lot of Rolemaster which uses long recovery times even for magical healing. It depends on what sorts of storylines the game is meant to yield, and also on whether or not the passage of time iis a meaningful resource - in ToH it very much is not, in games with training mechanics (eg RQ, BW) it is. [/QUOTE]
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Community
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Healing Surges, Hit Dice, Martial Healing, and Overnight recovery: Which ones do you like?
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