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General Tabletop Discussion
*Pathfinder & Starfinder
How do you explain overnight Healing in your game?
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<blockquote data-quote="Dr_Ruminahui" data-source="post: 4877126" data-attributes="member: 81104"><p>From my own perspective, the change in extended rests is a fix, not a bug.</p><p></p><p>I remember one published 3.5 adventure where we were aprox. 11th level in a tower full of undead. Basically, we would get about 2-3 encounters before the combination of level drain and running out of spells (to which the lvl drains contributed) caused us to have to hole up and rest. First morning we would blow all our resources on recovering from the lvl drains, with a few minor cures with what was left. We would then have to rest AGAIN if we wanted to have at least 50% HP, and then had to choose EITHER to proceed with full health or with the bulk of our spell casting. To have both would require ANOTHER extended rest - or basically more than 1 day per encounter! It took us over a month of game time to get through the place.</p><p></p><p>Now, I don't know about you, but that's the opposite of fun. So, for me, a change that prevents that is a good change.</p><p></p><p>Additionally, part of the 4e ed. design is that no one class is essential - which again is a change for the better. No more having to force a player to be the cleric. Additionally, an all martial (or arcane, or whatever) party is now viable. The new extended rest rules are a major part of what allows this.</p><p></p><p>Personally, I don't see what the fuss is. No HP based system is anywhere near realistic - all 4e has done is throw away some of the conventions (namely the reliance on consumable items) held in previous editions. If one is so wedded to those conventions that 4e extended rests are a deal breaker and can't be refluffed in such a way to become palatable - well, 4e just isn't the game for you.</p></blockquote><p></p>
[QUOTE="Dr_Ruminahui, post: 4877126, member: 81104"] From my own perspective, the change in extended rests is a fix, not a bug. I remember one published 3.5 adventure where we were aprox. 11th level in a tower full of undead. Basically, we would get about 2-3 encounters before the combination of level drain and running out of spells (to which the lvl drains contributed) caused us to have to hole up and rest. First morning we would blow all our resources on recovering from the lvl drains, with a few minor cures with what was left. We would then have to rest AGAIN if we wanted to have at least 50% HP, and then had to choose EITHER to proceed with full health or with the bulk of our spell casting. To have both would require ANOTHER extended rest - or basically more than 1 day per encounter! It took us over a month of game time to get through the place. Now, I don't know about you, but that's the opposite of fun. So, for me, a change that prevents that is a good change. Additionally, part of the 4e ed. design is that no one class is essential - which again is a change for the better. No more having to force a player to be the cleric. Additionally, an all martial (or arcane, or whatever) party is now viable. The new extended rest rules are a major part of what allows this. Personally, I don't see what the fuss is. No HP based system is anywhere near realistic - all 4e has done is throw away some of the conventions (namely the reliance on consumable items) held in previous editions. If one is so wedded to those conventions that 4e extended rests are a deal breaker and can't be refluffed in such a way to become palatable - well, 4e just isn't the game for you. [/QUOTE]
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How do you explain overnight Healing in your game?
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