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*Pathfinder & Starfinder
How do you reconcile hit points?
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<blockquote data-quote="Greenfield" data-source="post: 6068585" data-attributes="member: 6669384"><p>Tequila Sunrise: That works, if we presume that the healing skill includes a mystical sense even for people who aren't spell casters.</p><p></p><p>I mean, if a person with healing magics can sense life force, it kind of makes sense. But for Bob the Farmer to do it? At that point everyone in the world is psychic, and that's a place I don't think I want to go.</p><p></p><p>Jeff Carlson: The varying dice size idea has merit. Still, the Wizard heals fully (on average) from a <em>Cure Light</em> while the Fighter needs <em>Cure Critical</em> every time. (<em>Cure Light</em> does D4's, same as a Wizard's hit dice. <em>Cure Moderate</em> would do D6s<em>,</em> which is a perfect fot for Rogues and Bards. <em>Cure Serious</em> does D8s, which works for Clerics, Monks and 3.5 Rangers. Cure Critical rolls D0s, which are appropriate for the Fighter or the Pathfinder Ranger. And the Barbarian, with his D2 hit dice just has to suck it up. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p>By the way, I'm not being argumentative just for the sake of obstructionism. As I wrote in the OP, I'm pursuing this more or less out of boredom. I'm honestly not trying to be a jerk, and I'm sorry if it comes across badly. This is a mental exercise for me.</p><p></p><p>4e does indeed address the idea, mostly, by routing everything through healing surges, which are about quarter of the character's hit points, no matter how high they are. This mechanic, coupled with the idea that you can take as many healing surges as you like between combats (up to your daily limit, of course) leads to everyone having a functional Regeneration that puts Marvel's Wolverine to shame: Death's door to fully healed in 24 seconds flat (4 rounds). So it deals with the paradox by burying under massive healing overkill.</p><p></p><p>Odd observation: The basic Healing Potion in 4e, if I recall correctly, does nothing that a character can't do by themselves: It trips a Healing Surge. It's only real use is that it allows you to use more than one Healing Surge in a combat. Normally you're only entitled to Second Wind once per fight. Kind of pathetic, for a magic item, when you think about it.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6068585, member: 6669384"] Tequila Sunrise: That works, if we presume that the healing skill includes a mystical sense even for people who aren't spell casters. I mean, if a person with healing magics can sense life force, it kind of makes sense. But for Bob the Farmer to do it? At that point everyone in the world is psychic, and that's a place I don't think I want to go. Jeff Carlson: The varying dice size idea has merit. Still, the Wizard heals fully (on average) from a [I]Cure Light[/I] while the Fighter needs [I]Cure Critical[/I] every time. ([I]Cure Light[/I] does D4's, same as a Wizard's hit dice. [I]Cure Moderate[/I] would do D6s[I],[/I] which is a perfect fot for Rogues and Bards. [I]Cure Serious[/I] does D8s, which works for Clerics, Monks and 3.5 Rangers. Cure Critical rolls D0s, which are appropriate for the Fighter or the Pathfinder Ranger. And the Barbarian, with his D2 hit dice just has to suck it up. :) ) By the way, I'm not being argumentative just for the sake of obstructionism. As I wrote in the OP, I'm pursuing this more or less out of boredom. I'm honestly not trying to be a jerk, and I'm sorry if it comes across badly. This is a mental exercise for me. 4e does indeed address the idea, mostly, by routing everything through healing surges, which are about quarter of the character's hit points, no matter how high they are. This mechanic, coupled with the idea that you can take as many healing surges as you like between combats (up to your daily limit, of course) leads to everyone having a functional Regeneration that puts Marvel's Wolverine to shame: Death's door to fully healed in 24 seconds flat (4 rounds). So it deals with the paradox by burying under massive healing overkill. Odd observation: The basic Healing Potion in 4e, if I recall correctly, does nothing that a character can't do by themselves: It trips a Healing Surge. It's only real use is that it allows you to use more than one Healing Surge in a combat. Normally you're only entitled to Second Wind once per fight. Kind of pathetic, for a magic item, when you think about it. [/QUOTE]
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How do you reconcile hit points?
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