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<blockquote data-quote="Staffan" data-source="post: 8795168" data-attributes="member: 907"><p>Yeah, and it is particularly weak in dungeon-crawling at the early levels (before someone has been able to invest properly in Medicine and the associated feats). The game is built with the assumption that you'll face each encounter with full hp, but a single person using Treat Wounds to heal the party is likely to take an hour or more even with Continual Recovery (removing the 1-hour cooldown on Treat Wounds for any one person).</p><p></p><p>If I'm running Pathfinder again, I'm definitely going to be using the Stamina optional rule from the GMG (Short version: Half of your class-based hp plus Con bonus are turned into Stamina, which you can restore fully by resting for 10 minutes and spending one Resolve point, which you have a number of equal to your key ability bonus, but which you can't recover by traditional hp recovery means like <em>heal</em> or Treat Wounds; you lose Stamina before losing hp).</p></blockquote><p></p>
[QUOTE="Staffan, post: 8795168, member: 907"] Yeah, and it is particularly weak in dungeon-crawling at the early levels (before someone has been able to invest properly in Medicine and the associated feats). The game is built with the assumption that you'll face each encounter with full hp, but a single person using Treat Wounds to heal the party is likely to take an hour or more even with Continual Recovery (removing the 1-hour cooldown on Treat Wounds for any one person). If I'm running Pathfinder again, I'm definitely going to be using the Stamina optional rule from the GMG (Short version: Half of your class-based hp plus Con bonus are turned into Stamina, which you can restore fully by resting for 10 minutes and spending one Resolve point, which you have a number of equal to your key ability bonus, but which you can't recover by traditional hp recovery means like [I]heal[/I] or Treat Wounds; you lose Stamina before losing hp). [/QUOTE]
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