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Is this a fair review of PF2?
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<blockquote data-quote="Philip Benz" data-source="post: 8097783" data-attributes="member: 6975782"><p>IRL, that is demonstrably untrue, wounds from warfare were very often fatal or debilitating hours, days or weeks after a battle.</p><p></p><p>But we play fantasy games, and don't enjoy seeing our characters suffer from crippling wounds, amputation, gangrene, peritonitis and so on. Our games have very little to do with real life combat, except on the most superficial, abstract level.</p><p></p><p>Over the years there have been many reactions to the D&D "hit point" trope. Some early alternatives like Chivalry and Sorcery separated "meat" points from "non-meat" points, so that some wounds were inflicted to your "fatigue levels" and could be regained easily, while other wounds were inflicted to "body points" and those sorts of wounds had more serious consequences and were more difficult to heal. In the years since these halcyon days, there have been many variations and iterations of this theme, as various game designers struggle with how to deal with injury and wounds in fantasy games.</p><p></p><p>PF2 takes a commendable point of view on the question: it's best not to overthink it. The PF2 hit point and healing system works without being weighted down by unnecessary minutiae. In fact, I think that the total amount of "hit points" a PF2 character has are really "non-meat" fatigue-style damage, and the only real "meat" or body damage comes when you've reached the dying and subsequent wounded condition.</p><p></p><p>I can't disagree that some of the details of the healing uses of the medicine skill are needlessly complicated. Rather than having to select the DC you want to target, it would be far more helpful if there were a single scale based on a single DC target, as modified by skill ranks. Why our pals at Paizo thought they needed another layer of healing mini-game is beyond me. But that kind of thing is easy enough to house-rule away.</p></blockquote><p></p>
[QUOTE="Philip Benz, post: 8097783, member: 6975782"] IRL, that is demonstrably untrue, wounds from warfare were very often fatal or debilitating hours, days or weeks after a battle. But we play fantasy games, and don't enjoy seeing our characters suffer from crippling wounds, amputation, gangrene, peritonitis and so on. Our games have very little to do with real life combat, except on the most superficial, abstract level. Over the years there have been many reactions to the D&D "hit point" trope. Some early alternatives like Chivalry and Sorcery separated "meat" points from "non-meat" points, so that some wounds were inflicted to your "fatigue levels" and could be regained easily, while other wounds were inflicted to "body points" and those sorts of wounds had more serious consequences and were more difficult to heal. In the years since these halcyon days, there have been many variations and iterations of this theme, as various game designers struggle with how to deal with injury and wounds in fantasy games. PF2 takes a commendable point of view on the question: it's best not to overthink it. The PF2 hit point and healing system works without being weighted down by unnecessary minutiae. In fact, I think that the total amount of "hit points" a PF2 character has are really "non-meat" fatigue-style damage, and the only real "meat" or body damage comes when you've reached the dying and subsequent wounded condition. I can't disagree that some of the details of the healing uses of the medicine skill are needlessly complicated. Rather than having to select the DC you want to target, it would be far more helpful if there were a single scale based on a single DC target, as modified by skill ranks. Why our pals at Paizo thought they needed another layer of healing mini-game is beyond me. But that kind of thing is easy enough to house-rule away. [/QUOTE]
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