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General Tabletop Discussion
*Pathfinder & Starfinder
Healing surges with a nod towards simulation
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<blockquote data-quote="Tony Vargas" data-source="post: 5712573" data-attributes="member: 996"><p>The OP's idea is a radical re-balancing of the hp, healing, and surge mechanics /and/ encounter balance of monsters, to address a simulationist complaint.</p><p></p><p>I think the core of that complaint could be addressed by adding detail using existing mechanics. It's not a new idea, but I've rarely seen it developed.</p><p></p><p>First, if you take hps primarily as representing /avoiding/ serious injury, the idea of them coming back quite quickly isn't a problem. The problem is serious injury. It's not modeled in 4e, except narratively, after the fact. /If/ a character hits negative-bloodied or fails that third death save, then, yes, he was seriously injured. If he doesn't, he gets up when the warlord yells at him, ready to fight, and is good to go after an 8 hour rest.</p><p></p><p>Yeah, not 'realistic' by any stretch.</p><p></p><p>Most of the game is based around a timeframe no longer than a day. Vanishingly few mechanics carry over from one day to the next. One that /does/ is disease. A disease can get worse or better, and can take some time to cure.</p><p></p><p>Hey, a wound can get worse or better, and can take some time to heal.</p><p></p><p></p><p>So, add a wound system that works mechanically like diseases. You can get as detailed as you need to satisfy that simulationist bug. You could just have 'wounds' that have a level equal to that of the creature that inflicted them, that are inflicted when you're dropped (or when you're bloodied) and that cause you to not regain surges until thier healed, and take other penalties if they get worse. Or, you could have a variety of wound types based on the type of damage (slashing, bludgeoning, piercing, acid, fire, cold, poison etc) and whether they were inflicted for becoming bloodied, being dropped, being CdG'd or being hit with an exception based power that says "ndX+Y damage, and /inflicts a wound/..."</p><p></p><p>The current healing powers would do nothing to wounds. Rituals and Martial Parctices could be used to remove them, and the Heal would help in treating them, of course. </p><p></p><p></p><p>You could add quite a lot of simulationist grit to the combat system that way, making combats take /much/ longer to fully recover from if you so desired, but without much impacting the current encounter balance or hp/surge/healing system.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5712573, member: 996"] The OP's idea is a radical re-balancing of the hp, healing, and surge mechanics /and/ encounter balance of monsters, to address a simulationist complaint. I think the core of that complaint could be addressed by adding detail using existing mechanics. It's not a new idea, but I've rarely seen it developed. First, if you take hps primarily as representing /avoiding/ serious injury, the idea of them coming back quite quickly isn't a problem. The problem is serious injury. It's not modeled in 4e, except narratively, after the fact. /If/ a character hits negative-bloodied or fails that third death save, then, yes, he was seriously injured. If he doesn't, he gets up when the warlord yells at him, ready to fight, and is good to go after an 8 hour rest. Yeah, not 'realistic' by any stretch. Most of the game is based around a timeframe no longer than a day. Vanishingly few mechanics carry over from one day to the next. One that /does/ is disease. A disease can get worse or better, and can take some time to cure. Hey, a wound can get worse or better, and can take some time to heal. So, add a wound system that works mechanically like diseases. You can get as detailed as you need to satisfy that simulationist bug. You could just have 'wounds' that have a level equal to that of the creature that inflicted them, that are inflicted when you're dropped (or when you're bloodied) and that cause you to not regain surges until thier healed, and take other penalties if they get worse. Or, you could have a variety of wound types based on the type of damage (slashing, bludgeoning, piercing, acid, fire, cold, poison etc) and whether they were inflicted for becoming bloodied, being dropped, being CdG'd or being hit with an exception based power that says "ndX+Y damage, and /inflicts a wound/..." The current healing powers would do nothing to wounds. Rituals and Martial Parctices could be used to remove them, and the Heal would help in treating them, of course. You could add quite a lot of simulationist grit to the combat system that way, making combats take /much/ longer to fully recover from if you so desired, but without much impacting the current encounter balance or hp/surge/healing system. [/QUOTE]
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