Jester David
Hero
Some groups are much more sensitive to being slightly injured or having fewer resources. The 5 Minute Workday and all. Other groups are able to keep adventuring. Hard to know without having an idea of the players.Well, I play since AD&D 2nd and I never encountered a party carrying on unhealed. Either they rested at first opportunity or they used magic healing. Before 3.0, they actually used healing magic and rested immediately afterwards, hoping for no "wandering monster".
Which presumes everyone is getting all their wealth-by-level I'm a big pile pile cash instead of hard treasure.And "well into the game" in Pathfinder is what? "Wealth by level" assumes 1k gold for each character at second level. Even in a three person group, everyone has only to pool a fourth of that to buy a CLW wand.
And it presumes no one is buying that cloak of resistance, a masterwork weapon, upgrading their armour, or scribing scrolls.
If it was that bad it never would have been upgraded. They would have just ignored it.Leadership on the other hand is a very bad and abusive feat (one of the reasons Pathfinder Society play banned this feat).
It's clearly the most powerful single feat, and extremely problematic in Organized Play. Which is why it was banned.
But in a homegame it's often quite useful, such as by allowing for a tag-along healer. DMs can make an informed decision to ban or allow. In an adventure path, it might be handy to have an extra character.