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*Pathfinder & Starfinder
Healing surges with a nod towards simulation
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<blockquote data-quote="I'm A Banana" data-source="post: 5712359" data-attributes="member: 2067"><p>I like where you're going with this. Lemme try to re-iterate the idea with some new terms:</p><p></p><p>A character being hit in combat doesn't usually take damage. Instead, they take...<strong>Fatigue</strong>. Fatigue can make you pass out if it crosses a certain thershold, but doesn't horribly affect your heroic character while its accumulating. Each hit gives you a certain amount of Fatigue as you block it, dodge it, mitigate it, or otherwise turn it aside, so that you aren't killed instantly by the blow. Fatigue starts at 0, and counts up as you are hit in combat until it exceeds your Threshold, at which point you fall unconscious. </p><p></p><p>Fatigue is fairly easy to restore. A warlord can scream at you and give you a boost of energy. A clerics prayers make you more optimistic. A bard's music helps you ignore your minor injuries. </p><p></p><p>A crit...and certain other nasty attacks...might actually damage your <strong>Life Force</strong>. Your LF are the thing tying you to reality and life, and you don't have that much of it -- only a few Life Points at character creation. When you're knocked out from fatigue, you can't defend your LPs anymore, so you risk real death in that case. </p><p></p><p>LPs are harder to recover -- you can rest, but if you rest somewhere in the wilderness for a night, you'll usually only recover 1. A healer, or certain magical effects, can help you recover more LPs, but you still generally won't get many back in a single night of rest. </p><p></p><p>In between encounters (when taking a short rest), you can spend some of your Life Points to recover your Fatigue, effectively shrugging off some of the bumps and bruises, but making you more vulnerable to very brutal attacks. </p><p></p><p>....</p><p></p><p>To my mind, this terminology change (and the added use of things that damage surges, with surges coming back more slowly) helps out in spades. </p><p></p><p>The main difference between this and the system as it exists now is (1) that there are more effects that can change your Life Force (e.g.: reduce or increase your surges), and (2) that there is no easy way to recover Life Force (an extended rest doesn't restore all of your surges).</p><p></p><p>I like it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5712359, member: 2067"] I like where you're going with this. Lemme try to re-iterate the idea with some new terms: A character being hit in combat doesn't usually take damage. Instead, they take...[B]Fatigue[/B]. Fatigue can make you pass out if it crosses a certain thershold, but doesn't horribly affect your heroic character while its accumulating. Each hit gives you a certain amount of Fatigue as you block it, dodge it, mitigate it, or otherwise turn it aside, so that you aren't killed instantly by the blow. Fatigue starts at 0, and counts up as you are hit in combat until it exceeds your Threshold, at which point you fall unconscious. Fatigue is fairly easy to restore. A warlord can scream at you and give you a boost of energy. A clerics prayers make you more optimistic. A bard's music helps you ignore your minor injuries. A crit...and certain other nasty attacks...might actually damage your [B]Life Force[/B]. Your LF are the thing tying you to reality and life, and you don't have that much of it -- only a few Life Points at character creation. When you're knocked out from fatigue, you can't defend your LPs anymore, so you risk real death in that case. LPs are harder to recover -- you can rest, but if you rest somewhere in the wilderness for a night, you'll usually only recover 1. A healer, or certain magical effects, can help you recover more LPs, but you still generally won't get many back in a single night of rest. In between encounters (when taking a short rest), you can spend some of your Life Points to recover your Fatigue, effectively shrugging off some of the bumps and bruises, but making you more vulnerable to very brutal attacks. .... To my mind, this terminology change (and the added use of things that damage surges, with surges coming back more slowly) helps out in spades. The main difference between this and the system as it exists now is (1) that there are more effects that can change your Life Force (e.g.: reduce or increase your surges), and (2) that there is no easy way to recover Life Force (an extended rest doesn't restore all of your surges). I like it. :) [/QUOTE]
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Healing surges with a nod towards simulation
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