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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Proposed Damage / Healing System
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<blockquote data-quote="KarinsDad" data-source="post: 5814452" data-attributes="member: 2011"><p>Yeah, I don't buy it. You are way over-exaggerating how keeping track of healing surges is much easier than keeping track of wound points.</p><p></p><p>Subtracting one from healing surges once in a while vs. subtracting one (sometimes 2 or even 3 at high levels) from wound points once in a while.</p><p></p><p>Or, for people who like to add, adding points until one gets to the max.</p><p></p><p>Sure, one might have to subtract from wound points a little bit more often than healing surges, especially in the tough fights. But we're talking about subtracting a single digit from a one or two digit number. Not exactly mathematically challenging when one considers that keeping track of hit points is already subtracting one or two digit numbers from two or three digit numbers.</p><p></p><p></p><p></p><p>Yeah, not much worth commenting on here. If you don't see the benefits of having hit points auto-heal up during a short rest (i.e. never having to roll dice and cast spells and adding hit points back up until either maxxed or closed to maxxed), having second winds and self healing and Warlords shouting PCs back on their feet without people claiming that they screw up verisimilitude of D&D, having damage, magical healing, and rest actually mean something, and compromising on healing so that players of all versions of D&D could find something they like, then nothing I say will change your mind.</p><p></p><p>You do appear to be pointing out a lot of nits and even points that are just plain invalid (like having to add in penalties, or the nerf healing magic one) with nothing solid to back up your arguments, so it's not worth arguing with you. You've made up your mind about your likes and dislikes.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5814452, member: 2011"] Yeah, I don't buy it. You are way over-exaggerating how keeping track of healing surges is much easier than keeping track of wound points. Subtracting one from healing surges once in a while vs. subtracting one (sometimes 2 or even 3 at high levels) from wound points once in a while. Or, for people who like to add, adding points until one gets to the max. Sure, one might have to subtract from wound points a little bit more often than healing surges, especially in the tough fights. But we're talking about subtracting a single digit from a one or two digit number. Not exactly mathematically challenging when one considers that keeping track of hit points is already subtracting one or two digit numbers from two or three digit numbers. Yeah, not much worth commenting on here. If you don't see the benefits of having hit points auto-heal up during a short rest (i.e. never having to roll dice and cast spells and adding hit points back up until either maxxed or closed to maxxed), having second winds and self healing and Warlords shouting PCs back on their feet without people claiming that they screw up verisimilitude of D&D, having damage, magical healing, and rest actually mean something, and compromising on healing so that players of all versions of D&D could find something they like, then nothing I say will change your mind. You do appear to be pointing out a lot of nits and even points that are just plain invalid (like having to add in penalties, or the nerf healing magic one) with nothing solid to back up your arguments, so it's not worth arguing with you. You've made up your mind about your likes and dislikes. [/QUOTE]
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Community
General Tabletop Discussion
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Proposed Damage / Healing System
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