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General Tabletop Discussion
*Pathfinder & Starfinder
Hit points & long rests: please consider?
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<blockquote data-quote="delericho" data-source="post: 5920994" data-attributes="member: 22424"><p>Heck, even sportsmen who <em>don't</em> get injured don't recover fully after an overnight rest - they simply can't play match after match, day after day after day, because the exhaustion gets to them.</p><p></p><p>Indeed, in most sports, despite the players playing relatively few times in the year, fatigue is <em>still</em> a significant factor across the length of the season.</p><p></p><p>(And so, there's actually some considerable justification for an overnight rest restoring some fraction of lost hit points/powers, and for it restoring a progressively smaller fraction as the adventure wears on - if nothing else, that should cut down on the 15-minute adventuring day, because suddenly taking that rest means that everything going forward gets that bit harder.)</p><p></p><p></p><p></p><p>It is, genuinely, a tricky question. Because if a couple of bad rolls take a PC out of the game, and then it takes a long time to heal, then that can lead to that player just not having any fun for a considerable length of real-time - either because his character is out of action, or because he has to take extreme care to protect him from further damage. In extreme cases, it can simply end the adventure, which may or may not be something the group is willing to see happen.</p><p></p><p>So I'm inclined to have healing be pretty generous, even unrealistically so. I just feel that having an overnight rest healing everything swings that pendulum too far the other way.</p><p></p><p></p><p></p><p>It would depend on how many hit points the characters have, and how big the hit dice. However, if a Fighter had, say, 60 hit points and were using d10 hit dice, then I'd be inclined on the first overnight rest to give maybe 8 dice - enough to restore him to full on a decent roll, or enough for several smaller heals during the day.</p><p></p><p>On the second overnight rest, though, that would get reduced to 6 dice, then to 4, and thereafter to 2. Or something like that. (It would then reset "between adventures" - if the character spends a few days in downtime, takes a holiday, or just goes on a massive three-day pub crawl.)</p><p></p><p>But those are, of course, numbers I've just pulled out of the air - I haven't given the matter a lot of thought, and it would of course depend on how the rest of the system is set up.</p></blockquote><p></p>
[QUOTE="delericho, post: 5920994, member: 22424"] Heck, even sportsmen who [i]don't[/i] get injured don't recover fully after an overnight rest - they simply can't play match after match, day after day after day, because the exhaustion gets to them. Indeed, in most sports, despite the players playing relatively few times in the year, fatigue is [i]still[/i] a significant factor across the length of the season. (And so, there's actually some considerable justification for an overnight rest restoring some fraction of lost hit points/powers, and for it restoring a progressively smaller fraction as the adventure wears on - if nothing else, that should cut down on the 15-minute adventuring day, because suddenly taking that rest means that everything going forward gets that bit harder.) It is, genuinely, a tricky question. Because if a couple of bad rolls take a PC out of the game, and then it takes a long time to heal, then that can lead to that player just not having any fun for a considerable length of real-time - either because his character is out of action, or because he has to take extreme care to protect him from further damage. In extreme cases, it can simply end the adventure, which may or may not be something the group is willing to see happen. So I'm inclined to have healing be pretty generous, even unrealistically so. I just feel that having an overnight rest healing everything swings that pendulum too far the other way. It would depend on how many hit points the characters have, and how big the hit dice. However, if a Fighter had, say, 60 hit points and were using d10 hit dice, then I'd be inclined on the first overnight rest to give maybe 8 dice - enough to restore him to full on a decent roll, or enough for several smaller heals during the day. On the second overnight rest, though, that would get reduced to 6 dice, then to 4, and thereafter to 2. Or something like that. (It would then reset "between adventures" - if the character spends a few days in downtime, takes a holiday, or just goes on a massive three-day pub crawl.) But those are, of course, numbers I've just pulled out of the air - I haven't given the matter a lot of thought, and it would of course depend on how the rest of the system is set up. [/QUOTE]
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Hit points & long rests: please consider?
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