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General Tabletop Discussion
*Pathfinder & Starfinder
Hit points & long rests: please consider?
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<blockquote data-quote="infax" data-source="post: 5921311" data-attributes="member: 12784"><p>You point is well taken [MENTION=56189]Kzach[/MENTION]. The core healing mechanic will have a significant impact on the feel of the game for new players. I believe, however, that new players should be exposed to a slower healing mechanic.</p><p></p><p>Even taking into consideration that luck, fatigue and morale are a big part of healing points, I do not believe that a character who goes too low on hit points would recover fatigue and morale to full after a night's rest. Who can say at what speed one recovers luck - still, someone would have to be pretty lucky to escape with his life from being crushed by an ogre's massive club which was aimed squarely at one's chest two or three days in a row!</p><p></p><p>Still, I believe that allowing a character to recover HP with Hit Dice after a long rest would be generous enough. After a night's rest, a character maybe fully functional again, albeit something is still amiss. So, the character may have a gash down his arm after the previous day's fight in which he was reduced below half his HP. He rolls HD and is back to full HP, so he shrugs off the damage and can fight pretty well again, but he is still aware that his body has its limits and he can't keep going on forever like that before stopping and recovering properly (this is represented by reduced HD).</p><p></p><p>Recovering 1HD per night of full rest would seem generous enough for me.</p><p></p><p>[MENTION=59043]Walking Dad[/MENTION] 's point is good, however. I would prefer that spells also not be recovered on a daily basis either. The daily rhythm for recovery is really immersion-breaking for me. I would suggest recovering spells (and HP) at a much slower rate, maybe 20% per long rest. But that would probably piss off too many players expecting tradition. I'm not even sure a rule like that will see the light of day in a module. So, most likely, parties will still rely heavily on a healer of some sort (previously a cleric and now a character with herbalism which is very potent on itself).</p></blockquote><p></p>
[QUOTE="infax, post: 5921311, member: 12784"] You point is well taken [MENTION=56189]Kzach[/MENTION]. The core healing mechanic will have a significant impact on the feel of the game for new players. I believe, however, that new players should be exposed to a slower healing mechanic. Even taking into consideration that luck, fatigue and morale are a big part of healing points, I do not believe that a character who goes too low on hit points would recover fatigue and morale to full after a night's rest. Who can say at what speed one recovers luck - still, someone would have to be pretty lucky to escape with his life from being crushed by an ogre's massive club which was aimed squarely at one's chest two or three days in a row! Still, I believe that allowing a character to recover HP with Hit Dice after a long rest would be generous enough. After a night's rest, a character maybe fully functional again, albeit something is still amiss. So, the character may have a gash down his arm after the previous day's fight in which he was reduced below half his HP. He rolls HD and is back to full HP, so he shrugs off the damage and can fight pretty well again, but he is still aware that his body has its limits and he can't keep going on forever like that before stopping and recovering properly (this is represented by reduced HD). Recovering 1HD per night of full rest would seem generous enough for me. [MENTION=59043]Walking Dad[/MENTION] 's point is good, however. I would prefer that spells also not be recovered on a daily basis either. The daily rhythm for recovery is really immersion-breaking for me. I would suggest recovering spells (and HP) at a much slower rate, maybe 20% per long rest. But that would probably piss off too many players expecting tradition. I'm not even sure a rule like that will see the light of day in a module. So, most likely, parties will still rely heavily on a healer of some sort (previously a cleric and now a character with herbalism which is very potent on itself). [/QUOTE]
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Hit points & long rests: please consider?
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