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General Tabletop Discussion
*Pathfinder & Starfinder
Implementation of Long-Term Damage
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<blockquote data-quote="Primitive Screwhead" data-source="post: 4084900" data-attributes="member: 20805"><p>If this is the goal, I would suggest going with limiting the healing surges available, and reducing the amount of healing a rest provides based on that... </p><p> what I mean is something like:</p><p></p><p>Your max number of healing surges per day is reduced by one for each critical hit you sustain. If you are reduced to below 0 hit points, the number is reduced by two. This does not affect the number of healing surges you have to use in that day.</p><p></p><p>When you rest, you regain a number of hit points based your max number healing surges.</p><p>- 1 surge, regain 1/4 hit points</p><p>- 2 surges, regain 1/2 hit points</p><p>- 3 surges, regain 3/4 hit points</p><p>- 4 or more, regain full hit points.</p><p>At the end of your rest your max healing surges increases by 1 if you still have a reduced amount. You regain only that many healing surges to face the new day with.</p><p></p><p>Example: Joe Fighter has 5 healing surges. In a fight he takes two critical hits and gets knocked to 0 hit points, reducing him to a max 1 healing surge. During combat he can still use the 5 healing surges he started the day with.</p><p>That evening the group rests. Since his max is 1, he wakes up from the rest with 1/4 hit points and his max healing surges improves to 2.</p><p>Avoiding combat, the next evening the group rests. His max is 2, so he wakes up with 1/2 hit points and 3 healing surges...</p><p>etc..</p><p></p><p></p><p>With this any character that was severly beat up will take a couple days to recover and will tend to avoid heavy combat. You can describe it as physical injury, or morale issues, or simple combat exhaustion.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 4084900, member: 20805"] If this is the goal, I would suggest going with limiting the healing surges available, and reducing the amount of healing a rest provides based on that... what I mean is something like: Your max number of healing surges per day is reduced by one for each critical hit you sustain. If you are reduced to below 0 hit points, the number is reduced by two. This does not affect the number of healing surges you have to use in that day. When you rest, you regain a number of hit points based your max number healing surges. - 1 surge, regain 1/4 hit points - 2 surges, regain 1/2 hit points - 3 surges, regain 3/4 hit points - 4 or more, regain full hit points. At the end of your rest your max healing surges increases by 1 if you still have a reduced amount. You regain only that many healing surges to face the new day with. Example: Joe Fighter has 5 healing surges. In a fight he takes two critical hits and gets knocked to 0 hit points, reducing him to a max 1 healing surge. During combat he can still use the 5 healing surges he started the day with. That evening the group rests. Since his max is 1, he wakes up from the rest with 1/4 hit points and his max healing surges improves to 2. Avoiding combat, the next evening the group rests. His max is 2, so he wakes up with 1/2 hit points and 3 healing surges... etc.. With this any character that was severly beat up will take a couple days to recover and will tend to avoid heavy combat. You can describe it as physical injury, or morale issues, or simple combat exhaustion. [/QUOTE]
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Implementation of Long-Term Damage
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