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General Tabletop Discussion
*Pathfinder & Starfinder
Longer dying: more negative HP before death
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<blockquote data-quote="Brother MacLaren" data-source="post: 3289783" data-attributes="member: 15999"><p>I see your point in having a larger negative buffer, since that -10 means so little at high levels. But all that's meant to me is a high priority on keeping anyone from ever getting below half HP or so -- I suppose Jerrin should go back to summoning a lot in combats (lacking Mass Heal, he has to settle for setting up big damage sponges like Greater Earth Elementals). </p><p></p><p>Magical healing doesn't stabilize? I think you're going overboard with nerfing magic to make our 19th-level PCs have to do things the mundane way, after the huge section of spells you just cut out earlier. I mean, they're near-epic level, it IS going to be a very different game than low-level play. I think all the players had been quite enjoying the campaign as it had been going, so why these changes now?</p><p></p><p>It's one thing when it's part of the campaign from the get-go, but this is yet ANOTHER way that magic has suddenly become less useful. In practice, a DC 15 Heal check is not that hard to make, but it just doesn't make any sense that medieval-ish herbal medicine is actually superior to the power of the gods. </p><p></p><p>Why wouldn't clerics simply research a spell "Staunch bleeding," which does not cure damage but stabilizes a person in negative hp? What level would that be? In the current system, Cure Minor Wounds stabilizes AND gives 1 hp back.</p><p></p><p>You're also going to be giving us TONS of survivors to deal with -- people who attack us out of the blue, get knocked out and bleeding, and then we have to decide to finish them off, leave them, or heal them up and take them prisoner. And a large combat (like the Duergar/Litorians/PCs fight) is going to be hell to run, having to keep track of which body is at which negative HP and rolling stabilizations for them all every round.</p></blockquote><p></p>
[QUOTE="Brother MacLaren, post: 3289783, member: 15999"] I see your point in having a larger negative buffer, since that -10 means so little at high levels. But all that's meant to me is a high priority on keeping anyone from ever getting below half HP or so -- I suppose Jerrin should go back to summoning a lot in combats (lacking Mass Heal, he has to settle for setting up big damage sponges like Greater Earth Elementals). Magical healing doesn't stabilize? I think you're going overboard with nerfing magic to make our 19th-level PCs have to do things the mundane way, after the huge section of spells you just cut out earlier. I mean, they're near-epic level, it IS going to be a very different game than low-level play. I think all the players had been quite enjoying the campaign as it had been going, so why these changes now? It's one thing when it's part of the campaign from the get-go, but this is yet ANOTHER way that magic has suddenly become less useful. In practice, a DC 15 Heal check is not that hard to make, but it just doesn't make any sense that medieval-ish herbal medicine is actually superior to the power of the gods. Why wouldn't clerics simply research a spell "Staunch bleeding," which does not cure damage but stabilizes a person in negative hp? What level would that be? In the current system, Cure Minor Wounds stabilizes AND gives 1 hp back. You're also going to be giving us TONS of survivors to deal with -- people who attack us out of the blue, get knocked out and bleeding, and then we have to decide to finish them off, leave them, or heal them up and take them prisoner. And a large combat (like the Duergar/Litorians/PCs fight) is going to be hell to run, having to keep track of which body is at which negative HP and rolling stabilizations for them all every round. [/QUOTE]
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Longer dying: more negative HP before death
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