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General Tabletop Discussion
*Pathfinder & Starfinder
Hit points & long rests: please consider?
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<blockquote data-quote="Rogue Agent" data-source="post: 5924512" data-attributes="member: 6673496"><p>I think it's important to understand that there are actually three separate issues people have with "long rest = everything gets reset". Thinking of them as <em>separate</em> (albeit related) issues is crucial for productive discussion. Otherwise you just end up talking past each other.</p><p></p><p>(1) <a href="http://thealexandrian.net/wordpress/1034/roleplaying-games/explaining-hit-points" target="_blank">Hit point loss represents wounds.</a> Serious wounds should not just automatically vanish overnight. Ergo, a complete hit point reset from a long rest doesn't make sense.</p><p></p><p>(2) In terms of game design, the "long rest = everything gets reset" encourages the My Precious Encounter(TM) method of adventure design, focusing the game exclusively on tactical-level play instead of a balance between tactical and strategic play.</p><p></p><p>(3) If the system doesn't feature automatic "long rest = everything gets reset", you can still achieve that by simply increasing the amount of healing resources available to the PCs. But if the system does feature automatic "long rest = everything gets reset", then the only way to fix it is to rewrite the actual rules.</p><p></p><p>For me, it's the last one that seals the deal: If you go with the balance found in pre-2008 versions of D&D, everybody can play the way they want to <em>without changing the rules</em>. If you go with the system you want, lots of people can only play the way they want by rewriting the rules.</p><p></p><p>It should be pretty much a no-brainer to figure out which one should be the published default.</p><p></p><p></p><p></p><p>Yup. It prevents you from roleplaying and forces you to only interact with the game mechanics.</p><p></p><p>Once you've used the mechanics, of course, you can improvise a little story about what the mechanics meant. But that's not the same thing.</p></blockquote><p></p>
[QUOTE="Rogue Agent, post: 5924512, member: 6673496"] I think it's important to understand that there are actually three separate issues people have with "long rest = everything gets reset". Thinking of them as [i]separate[/i] (albeit related) issues is crucial for productive discussion. Otherwise you just end up talking past each other. (1) [url=http://thealexandrian.net/wordpress/1034/roleplaying-games/explaining-hit-points]Hit point loss represents wounds.[/url] Serious wounds should not just automatically vanish overnight. Ergo, a complete hit point reset from a long rest doesn't make sense. (2) In terms of game design, the "long rest = everything gets reset" encourages the My Precious Encounter(TM) method of adventure design, focusing the game exclusively on tactical-level play instead of a balance between tactical and strategic play. (3) If the system doesn't feature automatic "long rest = everything gets reset", you can still achieve that by simply increasing the amount of healing resources available to the PCs. But if the system does feature automatic "long rest = everything gets reset", then the only way to fix it is to rewrite the actual rules. For me, it's the last one that seals the deal: If you go with the balance found in pre-2008 versions of D&D, everybody can play the way they want to [i]without changing the rules[/i]. If you go with the system you want, lots of people can only play the way they want by rewriting the rules. It should be pretty much a no-brainer to figure out which one should be the published default. Yup. It prevents you from roleplaying and forces you to only interact with the game mechanics. Once you've used the mechanics, of course, you can improvise a little story about what the mechanics meant. But that's not the same thing. [/QUOTE]
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Hit points & long rests: please consider?
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