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<blockquote data-quote="CapnZapp" data-source="post: 7977424" data-attributes="member: 12731"><p>I should make clear that none of this is obvious when you first browse the rulebook. And characters certainly do not get these capabilities automatically.</p><p></p><p>But yes, by judiciously examining the available list of skill feats, crafty players can end up with a party that seldom needs more than 20-60 minutes of downtime to heal up completely (and to do so without using any resources - such as Cleric spells, healing potions).</p><p></p><p>And no, I'm not talking about the Paladin. No Paladin in this party. Just regular schmoes.</p><p></p><p>Schmoes that can go on for hours upon hours unless the GM says otherwise; yes. If you have spellcasters in the party, them running out of spells is likely going to constrain your progress sooner than "we've been awake the whole night", though. But we all know that a day contains enough combat rounds to - theoretically, at least - fight and kill all the monsters you need to advance from level 1 to 20, so...</p><p></p><p>Of course this assumes an adventure where you have a relatively contained map and you can keep on trucking without awaiting "story developments". Official adventures don't work like that at all, though. After a maximum of one level's worth of monsters it's almost always so that the heroes need to "report back" to make the story progress, level up, and be told where to find the next level's worth of encounters.</p><p></p><p>That's not meant as criticism by the way. It just is the way it is with Adventure Paths. But it does mean that Paizo might not see Duracell Bunny fighters as much of a problem. The game simply isn't set up to handle "open vistas" well.</p><p></p><p>If you on the other hand want a more traditional game where heroes can run out of steam just by hit points alone, such as in an old-school sandbox, I would highly recommend you familiarize yourself with the (very cluttery) inner workings of Medicine and its related feat (spread over more books than the CRB alone), and make adjustments as needed.</p><p></p><p>Or, (much) simpler and (much) blunter, simply add a house-rule saying "you can't fight all day even if the rules let ya".</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7977424, member: 12731"] I should make clear that none of this is obvious when you first browse the rulebook. And characters certainly do not get these capabilities automatically. But yes, by judiciously examining the available list of skill feats, crafty players can end up with a party that seldom needs more than 20-60 minutes of downtime to heal up completely (and to do so without using any resources - such as Cleric spells, healing potions). And no, I'm not talking about the Paladin. No Paladin in this party. Just regular schmoes. Schmoes that can go on for hours upon hours unless the GM says otherwise; yes. If you have spellcasters in the party, them running out of spells is likely going to constrain your progress sooner than "we've been awake the whole night", though. But we all know that a day contains enough combat rounds to - theoretically, at least - fight and kill all the monsters you need to advance from level 1 to 20, so... Of course this assumes an adventure where you have a relatively contained map and you can keep on trucking without awaiting "story developments". Official adventures don't work like that at all, though. After a maximum of one level's worth of monsters it's almost always so that the heroes need to "report back" to make the story progress, level up, and be told where to find the next level's worth of encounters. That's not meant as criticism by the way. It just is the way it is with Adventure Paths. But it does mean that Paizo might not see Duracell Bunny fighters as much of a problem. The game simply isn't set up to handle "open vistas" well. If you on the other hand want a more traditional game where heroes can run out of steam just by hit points alone, such as in an old-school sandbox, I would highly recommend you familiarize yourself with the (very cluttery) inner workings of Medicine and its related feat (spread over more books than the CRB alone), and make adjustments as needed. Or, (much) simpler and (much) blunter, simply add a house-rule saying "you can't fight all day even if the rules let ya". [/QUOTE]
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