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General Tabletop Discussion
*Pathfinder & Starfinder
How does striking an opponent heal your allies?
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<blockquote data-quote="WayneLigon" data-source="post: 3882241" data-attributes="member: 3649"><p>Same thing applies. You didn't actually get 'crisped' but you avoided most of the effect, maybe getting a little singed. You can explain it any number of ways.</p><p></p><p>At the end of the day, it's a simple <em>fact </em> that it's an abstract system so trying to pick out individual points like poisons, spells, and really anything else is just useless. It's been badly explained before, and God knows the writers of modules and adventures and spells and such have not been forced into a united front on this and a few other issues like they should have been from the start so it's led to confusion and more confusion.</p><p></p><p>"Democracy is the worst form of government, except for all those other forms that have been tried from time to time." -- Winston Churchhill. Same applies to the concept of hit points. It's a cludgy system with tons of silly special cases and places where it simply doesn't work right but it's still one of the simplest and most elegant systems we have for simulating heroic adventuring. </p><p></p><p>Yeah, I could write a five page revision of the entire concept to make it more realistic and tighten up most of the loopholes and stuff but that would only result in two things that make more work for me: more dead would-be heroes (thus, game stoppage while they either scramble to raise him, or the guy has to make a new PC and go through all the rigamarole of integrating him and his backstory into a plot that's usually already well along) and a lot of work for me for nothing, since a system is already in place that does, mmm, 80% of what I'd like to see.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 3882241, member: 3649"] Same thing applies. You didn't actually get 'crisped' but you avoided most of the effect, maybe getting a little singed. You can explain it any number of ways. At the end of the day, it's a simple [I]fact [/I] that it's an abstract system so trying to pick out individual points like poisons, spells, and really anything else is just useless. It's been badly explained before, and God knows the writers of modules and adventures and spells and such have not been forced into a united front on this and a few other issues like they should have been from the start so it's led to confusion and more confusion. "Democracy is the worst form of government, except for all those other forms that have been tried from time to time." -- Winston Churchhill. Same applies to the concept of hit points. It's a cludgy system with tons of silly special cases and places where it simply doesn't work right but it's still one of the simplest and most elegant systems we have for simulating heroic adventuring. Yeah, I could write a five page revision of the entire concept to make it more realistic and tighten up most of the loopholes and stuff but that would only result in two things that make more work for me: more dead would-be heroes (thus, game stoppage while they either scramble to raise him, or the guy has to make a new PC and go through all the rigamarole of integrating him and his backstory into a plot that's usually already well along) and a lot of work for me for nothing, since a system is already in place that does, mmm, 80% of what I'd like to see. [/QUOTE]
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How does striking an opponent heal your allies?
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