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General Tabletop Discussion
*Pathfinder & Starfinder
Hit points & long rests: please consider?
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<blockquote data-quote="SageofMusic" data-source="post: 5921489" data-attributes="member: 88878"><p>It seems a lot of people don't like it because you'll be able to seemingly heal after every encounter. I'll just say this: if you can find safety in a dungeon after every encounter, there's something seriously wrong with your DM. If you're fighting a bunch of orcs in a castle that they recently took over, you aren't going to stop in one room, sleep, then go into the next one fully rested. You're going to be fighting, and in the middle of the fight some other orcs will be alerted, maybe a couple will escape to regroup, but there won't be a time where you can sit down and sleep for 8 hours. If you did, you can be damned sure enemies will attack you in the night. </p><p></p><p>Remember that PCs are not like normal people. They are stronger, faster, smarter, and better in nearly every way. The rules state that above half hit points, you have absolutely no signs of injury. You are simply being tired out from parrying, dodging, and generally moving around and fighting. At below half hit points, you have a few bruises and cuts because you're becoming slower, but nothing serious. When you hit 0 hp, that was the final straw. You were too tired, too worn out to dodge that last blow and it caught you in the head, or the chest, or the leg. These are the wounds that matter, and they either require large amounts of time to heal, a healing kit (essentially bandages) or magic. </p><p></p><p>Let's take a look at someone like Drizzt, who has been brought up before. Obviously a character of his power would have large amount of hit points, but this isn't because he's extremely tough. In fact, its the exact opposite. He's a freaking elf, he can barely handle small cuts. Yet he has lots of hit points. Why? Because even when you "hit" him, you aren't actually hitting him. You're putting him off balance, making him parry your blow in an ineffective way, making him dodge in a greater way than he normally would. </p><p></p><p>So in essence, having full health regen on a rest makes sense for two reasons: It's mechanically more fun, and mechanically more balanced. Sure it's slightly unrealistic, but the whole basis for the game is unrealistic.</p></blockquote><p></p>
[QUOTE="SageofMusic, post: 5921489, member: 88878"] It seems a lot of people don't like it because you'll be able to seemingly heal after every encounter. I'll just say this: if you can find safety in a dungeon after every encounter, there's something seriously wrong with your DM. If you're fighting a bunch of orcs in a castle that they recently took over, you aren't going to stop in one room, sleep, then go into the next one fully rested. You're going to be fighting, and in the middle of the fight some other orcs will be alerted, maybe a couple will escape to regroup, but there won't be a time where you can sit down and sleep for 8 hours. If you did, you can be damned sure enemies will attack you in the night. Remember that PCs are not like normal people. They are stronger, faster, smarter, and better in nearly every way. The rules state that above half hit points, you have absolutely no signs of injury. You are simply being tired out from parrying, dodging, and generally moving around and fighting. At below half hit points, you have a few bruises and cuts because you're becoming slower, but nothing serious. When you hit 0 hp, that was the final straw. You were too tired, too worn out to dodge that last blow and it caught you in the head, or the chest, or the leg. These are the wounds that matter, and they either require large amounts of time to heal, a healing kit (essentially bandages) or magic. Let's take a look at someone like Drizzt, who has been brought up before. Obviously a character of his power would have large amount of hit points, but this isn't because he's extremely tough. In fact, its the exact opposite. He's a freaking elf, he can barely handle small cuts. Yet he has lots of hit points. Why? Because even when you "hit" him, you aren't actually hitting him. You're putting him off balance, making him parry your blow in an ineffective way, making him dodge in a greater way than he normally would. So in essence, having full health regen on a rest makes sense for two reasons: It's mechanically more fun, and mechanically more balanced. Sure it's slightly unrealistic, but the whole basis for the game is unrealistic. [/QUOTE]
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Hit points & long rests: please consider?
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