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General Tabletop Discussion
*Pathfinder & Starfinder
LONG REST: let's add some realism.
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<blockquote data-quote="Mercutio01" data-source="post: 5927326" data-attributes="member: 37277"><p>This piece of the chat session that was posted here is something that I thought could use separate notice in this thread.</p><p></p><p style="margin-left: 20px">Mearls: We erred on the side of letting long rests heal everything, primarily because we were fairly split on how to treat it. Personally, I'd like to see a rule where you get back a certain amount of hit dice each extended rest. It might be based on Con and/or class. I have to admit that the current rule picks at my sense of realism.</p><p>The second to last sentence is interesting, but I still think limiting HP and not Hit Dice is my preferred feeling, but that last sentence says all I really need to know. Even the lead designer has problems with long rests, and he even uses the word "realism," which I've avoided using because it's such a contentious word. (I generally prefer "verisimilitude.")</p><p></p><p>Although his next line is admittedly more in keeping with what the 0HP people seem to be saying.</p><p style="margin-left: 20px">To follow-up what Jeremy said, I've toyed with a wound system where you get some effect each time you drop below 0 hp, to represent a bad injury, For instance, broken bones, strained joints, concussions, etc. But that would be a rules module.</p><p></p><p style="margin-left: 20px">Jeremy Crawford: This is another example (the long rest) of us leading with the powerful version of something with the expectation that we might end up dialing it back, based on playtest feedback</p><p>This is also promising from my perspective.</p></blockquote><p></p>
[QUOTE="Mercutio01, post: 5927326, member: 37277"] This piece of the chat session that was posted here is something that I thought could use separate notice in this thread. [indent]Mearls: We erred on the side of letting long rests heal everything, primarily because we were fairly split on how to treat it. Personally, I'd like to see a rule where you get back a certain amount of hit dice each extended rest. It might be based on Con and/or class. I have to admit that the current rule picks at my sense of realism.[/indent] The second to last sentence is interesting, but I still think limiting HP and not Hit Dice is my preferred feeling, but that last sentence says all I really need to know. Even the lead designer has problems with long rests, and he even uses the word "realism," which I've avoided using because it's such a contentious word. (I generally prefer "verisimilitude.") Although his next line is admittedly more in keeping with what the 0HP people seem to be saying. [indent]To follow-up what Jeremy said, I've toyed with a wound system where you get some effect each time you drop below 0 hp, to represent a bad injury, For instance, broken bones, strained joints, concussions, etc. But that would be a rules module.[/indent] [indent]Jeremy Crawford: This is another example (the long rest) of us leading with the powerful version of something with the expectation that we might end up dialing it back, based on playtest feedback[/indent]This is also promising from my perspective. [/QUOTE]
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LONG REST: let's add some realism.
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