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*Pathfinder & Starfinder
LONG REST: let's add some realism.
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<blockquote data-quote="Libramarian" data-source="post: 5926069" data-attributes="member: 6688858"><p>It's about resource management. Some people like it, some people don't. Some people want to turn the gears on the players and have lots of ways for them to fail the adventure, and some people only want the players to be able to fail in dramatically satisfying ways.</p><p></p><p>I want stingy healing because I like the idea of the players turning back because they can't heal fast enough to push on. Some people don't want this to be a possibility, because this allows them greater freedom to plan ahead in the plot. They want to be sure that the PCs make it to the boss battle at full strength. I acknowledge the legitimacy of this preference.</p><p></p><p>Healing to full overnight is kind of a crappy compromise though. Do the people who dislike HP attrition want any kind of daily healing at all? Do they really want full healing after every battle? That would be a very simple and easy rules option. Put that option into the game, and then develop another healing system that is really designed to crank up the tension.</p><p></p><p>It's always easier to ignore mechanics than to create them. The game should not be easy out of the box, and tell DMs who want more difficulty and tension to create it themselves. It should be hard on the players out of the box, and then tell DMs to handwave some of these factors if the group wants to focus more on the story than the game.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 5926069, member: 6688858"] It's about resource management. Some people like it, some people don't. Some people want to turn the gears on the players and have lots of ways for them to fail the adventure, and some people only want the players to be able to fail in dramatically satisfying ways. I want stingy healing because I like the idea of the players turning back because they can't heal fast enough to push on. Some people don't want this to be a possibility, because this allows them greater freedom to plan ahead in the plot. They want to be sure that the PCs make it to the boss battle at full strength. I acknowledge the legitimacy of this preference. Healing to full overnight is kind of a crappy compromise though. Do the people who dislike HP attrition want any kind of daily healing at all? Do they really want full healing after every battle? That would be a very simple and easy rules option. Put that option into the game, and then develop another healing system that is really designed to crank up the tension. It's always easier to ignore mechanics than to create them. The game should not be easy out of the box, and tell DMs who want more difficulty and tension to create it themselves. It should be hard on the players out of the box, and then tell DMs to handwave some of these factors if the group wants to focus more on the story than the game. [/QUOTE]
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LONG REST: let's add some realism.
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