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General Tabletop Discussion
*Pathfinder & Starfinder
Hit points & long rests: please consider?
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<blockquote data-quote="Neonchameleon" data-source="post: 5934665" data-attributes="member: 87792"><p>Quoted to point out that we are describing <em>exactly the same thing</em> in <em>exactly the same way</em>. However I consider the pain, and the fatigue from damage to get less over time. A five minute break and stopping to bandage your wounds and put ice on them will make them less serious than the immediate few seconds just after you picked them up. The cuts will stop bleeding.</p><p></p><p>It also includes scratch, as yours does. What those of us who don't like hits as damage are arguing against isn't this. If a hit is a hit then you aren't playing it that way. You are playing it as we are.</p><p></p><p>But if you hate mundane healing, why do you think that a cut that's both bandaged and clotted is as dangerous to the person with the cut as one freely bleeding while the user is moving harshly and keeping it open? If endurance factors in to hit points, why can't you catch your breath? Why are boxers stronger and harder to knock down coming out of the break between rounds than they are going in? There's more mundane healing.</p><p></p><p>OK. We're going to do an experiment. I get to hit you in the face. Hard. You tell me how painful it is then. And how painful it is five minutes later. Given that I expect you to be fighting back tears immediately after the hit and to just find it really annoying five minutes later, I want to know exactly <em>why</em> you think taking a nap doesn't make it less serious.</p><p></p><p>So come play 4e! Your damage still remains after a short rest. You have still expended healing surges, which measure the total amount of punishment you've suffered across the day. You need to expend your own internal resources to heal up - which is what healing surges are all about. Hit points are closer to a shock value. The jab a boxer takes at the end of the round is more likely to knock him to the floor than the one at the start of the next round <em>even if they are the same strength</em>. This is because his hit points have had time to heal (something you think doesn't happen) - and he's spent a healing surge to make this happen.</p><p></p><p>Hit dice are just healing surges with a new coat of paint and slightly lower numbers.</p><p></p><p>And as for instant restoration after a night's rest, I houserule that out in 4e myself. It does however do one good thing - puts hit points and spells onto the same recharge mechanic.</p><p></p><p>Edit: And your playing 3.5 "wrong" probably makes it a better game.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5934665, member: 87792"] Quoted to point out that we are describing [I]exactly the same thing[/I] in [I]exactly the same way[/I]. However I consider the pain, and the fatigue from damage to get less over time. A five minute break and stopping to bandage your wounds and put ice on them will make them less serious than the immediate few seconds just after you picked them up. The cuts will stop bleeding. It also includes scratch, as yours does. What those of us who don't like hits as damage are arguing against isn't this. If a hit is a hit then you aren't playing it that way. You are playing it as we are. But if you hate mundane healing, why do you think that a cut that's both bandaged and clotted is as dangerous to the person with the cut as one freely bleeding while the user is moving harshly and keeping it open? If endurance factors in to hit points, why can't you catch your breath? Why are boxers stronger and harder to knock down coming out of the break between rounds than they are going in? There's more mundane healing. OK. We're going to do an experiment. I get to hit you in the face. Hard. You tell me how painful it is then. And how painful it is five minutes later. Given that I expect you to be fighting back tears immediately after the hit and to just find it really annoying five minutes later, I want to know exactly [I]why[/I] you think taking a nap doesn't make it less serious. So come play 4e! Your damage still remains after a short rest. You have still expended healing surges, which measure the total amount of punishment you've suffered across the day. You need to expend your own internal resources to heal up - which is what healing surges are all about. Hit points are closer to a shock value. The jab a boxer takes at the end of the round is more likely to knock him to the floor than the one at the start of the next round [I]even if they are the same strength[/I]. This is because his hit points have had time to heal (something you think doesn't happen) - and he's spent a healing surge to make this happen. Hit dice are just healing surges with a new coat of paint and slightly lower numbers. And as for instant restoration after a night's rest, I houserule that out in 4e myself. It does however do one good thing - puts hit points and spells onto the same recharge mechanic. Edit: And your playing 3.5 "wrong" probably makes it a better game. [/QUOTE]
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Hit points & long rests: please consider?
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