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General Tabletop Discussion
*Pathfinder & Starfinder
In the heat of battle, is hit point loss a wound?
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<blockquote data-quote="Uller" data-source="post: 5939696" data-attributes="member: 413"><p>What makes you think they succeeded in anything like complete rest for 8+ hours with no more strenuous activity than 2 hours of light guard duty? They were maintaining a > 50% security detail and some of them were too wounded to pull guard duty (much less fight). The guys that were at 0 hp when they entered the building were still there when they left (maybe some were at 1...they could hold a weapon...</p><p></p><p>The 5e rules as written definitely leave room for this scenario. You can't gain ANY hp short of magic without several hours of time passing. If you are at 0 hp you can't begin a long rest (or even a short rest) until you have at least 1 hp. You can't have the benefits from more than 1 long rest in any 24 hour period (so there must be at least 16 hours between the end of one and the start of the next...This leaves lots of room for a party to have to make choices and face challenges of having to manage who is resting, who is not, who has priority to get to full HP or full spells, etc. </p><p></p><p>The only thing I find lacking in it is you go from 1 hp to full the instant your 8 hour rest is complete....IMO it would be better if there was a little more granularity...maybe you start gaining hp after 4 hours of rest at a rate of 25% of HP per hour or some such...but since this is something that so rarely comes up for most group, it hardly seems worth worrying about it much.</p><p></p><p>If they put in a healing rate, it is easy for groups to increase the length of time needed to heal (or regain spells).</p></blockquote><p></p>
[QUOTE="Uller, post: 5939696, member: 413"] What makes you think they succeeded in anything like complete rest for 8+ hours with no more strenuous activity than 2 hours of light guard duty? They were maintaining a > 50% security detail and some of them were too wounded to pull guard duty (much less fight). The guys that were at 0 hp when they entered the building were still there when they left (maybe some were at 1...they could hold a weapon... The 5e rules as written definitely leave room for this scenario. You can't gain ANY hp short of magic without several hours of time passing. If you are at 0 hp you can't begin a long rest (or even a short rest) until you have at least 1 hp. You can't have the benefits from more than 1 long rest in any 24 hour period (so there must be at least 16 hours between the end of one and the start of the next...This leaves lots of room for a party to have to make choices and face challenges of having to manage who is resting, who is not, who has priority to get to full HP or full spells, etc. The only thing I find lacking in it is you go from 1 hp to full the instant your 8 hour rest is complete....IMO it would be better if there was a little more granularity...maybe you start gaining hp after 4 hours of rest at a rate of 25% of HP per hour or some such...but since this is something that so rarely comes up for most group, it hardly seems worth worrying about it much. If they put in a healing rate, it is easy for groups to increase the length of time needed to heal (or regain spells). [/QUOTE]
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In the heat of battle, is hit point loss a wound?
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