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General Tabletop Discussion
*Pathfinder & Starfinder
Hit points & long rests: please consider?
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<blockquote data-quote="Herremann the Wise" data-source="post: 5921233" data-attributes="member: 11300"><p>On the one hand, you are correct. If you view damage leaving a character unbloodied as near misses, luck or skill to avoid or turn, and damage leading to the bloodied state as a gash, deep bruise or similar, then it makes perfect sense to recover this quickly; the wounds are still there a day later but they are not going to affect your character's performance. We're not talking being in prime footballing form, we're talking fit enough to survive. Bandage up that nasty gash and you'll be fine. As explained and as given, this is all fair and reasonable if you follow the interpretation we are given (and not the one or ones we may have used previously).</p><p></p><p>However, where the problem arises is when a character hits zero or below. This is the sword in the gut, the broken leg or such forth. And this damage should not be quickly healed except through magic. I'm still working out exactly what happens here but I'm sensing the rules allow an easy progression from stabilized to 1hp and <strong><em><u>THIS </u></em></strong>is where the real issue lies for me; and where I will be looking for an advanced module to pick up the slack.</p><p></p><p>My preference would be for a wound to be incurred that has an effect upon the character until it is healed (disadvantage for all dex checks, -4 to strength checks, movement capped at 10 ft. etc.). The wound may still allow for hit points to be fully restored (or it may cap it at half hit points if somewhat nastier). The important thing here is that the character can still adventure but with a particular penalty until healed or until the party uses precious magical healing resources on the character. They will have enough hit points to keep them going but they are going to have to be cautious; the group encouraged to be smart first rather than swords first. Of course a wound may be serious enough that hit points cannot be restored until it is healed to a particular point.</p><p></p><p>I think the important point here is that there is lots of room to bolt on the desired mechanics to suit <strong><em>my </em></strong> style of game (and yours too). From this perspective, I think I'm happy with the core they are providing.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5921233, member: 11300"] On the one hand, you are correct. If you view damage leaving a character unbloodied as near misses, luck or skill to avoid or turn, and damage leading to the bloodied state as a gash, deep bruise or similar, then it makes perfect sense to recover this quickly; the wounds are still there a day later but they are not going to affect your character's performance. We're not talking being in prime footballing form, we're talking fit enough to survive. Bandage up that nasty gash and you'll be fine. As explained and as given, this is all fair and reasonable if you follow the interpretation we are given (and not the one or ones we may have used previously). However, where the problem arises is when a character hits zero or below. This is the sword in the gut, the broken leg or such forth. And this damage should not be quickly healed except through magic. I'm still working out exactly what happens here but I'm sensing the rules allow an easy progression from stabilized to 1hp and [B][I][U]THIS [/U][/I][/B]is where the real issue lies for me; and where I will be looking for an advanced module to pick up the slack. My preference would be for a wound to be incurred that has an effect upon the character until it is healed (disadvantage for all dex checks, -4 to strength checks, movement capped at 10 ft. etc.). The wound may still allow for hit points to be fully restored (or it may cap it at half hit points if somewhat nastier). The important thing here is that the character can still adventure but with a particular penalty until healed or until the party uses precious magical healing resources on the character. They will have enough hit points to keep them going but they are going to have to be cautious; the group encouraged to be smart first rather than swords first. Of course a wound may be serious enough that hit points cannot be restored until it is healed to a particular point. I think the important point here is that there is lots of room to bolt on the desired mechanics to suit [B][I]my [/I][/B] style of game (and yours too). From this perspective, I think I'm happy with the core they are providing. Best Regards Herremann the Wise [/QUOTE]
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Hit points & long rests: please consider?
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