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*Pathfinder & Starfinder
Reforms so you don't need healing surges
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<blockquote data-quote="MACLARREN" data-source="post: 5797927" data-attributes="member: 12288"><p>I now this is not used by many but we were all skeptical on it and now will not go back. It does work. Our game is a combination of the best from Trailblazer, PF, 3.5, Conan, and 4e. We have no in combat healing means. We utilize an active defense system with conditions around spells to implement penalty dies etc on these conditions. Active defense does 2 things, it keeps everyone involved when it isn't their turn and it allows you to roll off against the DM and it is fun rolling die IMO. Implemented with our rule st, it does not slow down plat any more then anything else. We use armor as DR and have resist energy spells available to be maintained by our casters until either dispelled or he drops. You go in to combat knowing what you have and the enemy the same thing. The only means of "In combat healing" is the ability to cast a Bears endurance or some other form of spell that boosts temp HP's. However, you cannot cast these sorts of buffs until in combat. We have give some love to the cleric with Deific gifts and you get to choose these every so many levels with one being Deific Redundancy which allows the cleric to cast any 1-3 level buff spell and get the same effect on him when casting on a companion. </p><p></p><p>This means of combat does not allow things to drag on with healing during it creating the HP yo yo for both the PC's and enemies. Combat in turn speeds up. There is a lot of other things we have done using our conditions, 4e spell templet's, spell durations (controlled, encounter, etc.), Combat reactions, combat stunts, etc. To much to say. The only means for healing is outside of combat and ability with 10 minute rest to regain up to half of max hp total and ability to spend an Action point to go back to max. This works for us and this is way more in depth but I also DM a local Pathfinder campaign for some of us and it is fun, but you really see a difference in the HP yo yo and players not being involved as much. Static AC is not my preference now and I was one of the biggest opponents of trying active defense along with getting rid of the healing for in combat. Another thing we use to help stave off PC deaths are Fate points at 1 every 5 levels. You can use these to alter a save, change the story, or any get out of jail free needed. To much to type but all of those games we took from have great ideas and there is an ability to make a great game with the new 5e. I hope it is great. Chances are we will look for new ideas as we have the game we love, but I hope it can do what they want to achieve. I am skeptical of that but want them to do it and get it right and not push it out before it makes sense. Open playtest should help with that.</p></blockquote><p></p>
[QUOTE="MACLARREN, post: 5797927, member: 12288"] I now this is not used by many but we were all skeptical on it and now will not go back. It does work. Our game is a combination of the best from Trailblazer, PF, 3.5, Conan, and 4e. We have no in combat healing means. We utilize an active defense system with conditions around spells to implement penalty dies etc on these conditions. Active defense does 2 things, it keeps everyone involved when it isn't their turn and it allows you to roll off against the DM and it is fun rolling die IMO. Implemented with our rule st, it does not slow down plat any more then anything else. We use armor as DR and have resist energy spells available to be maintained by our casters until either dispelled or he drops. You go in to combat knowing what you have and the enemy the same thing. The only means of "In combat healing" is the ability to cast a Bears endurance or some other form of spell that boosts temp HP's. However, you cannot cast these sorts of buffs until in combat. We have give some love to the cleric with Deific gifts and you get to choose these every so many levels with one being Deific Redundancy which allows the cleric to cast any 1-3 level buff spell and get the same effect on him when casting on a companion. This means of combat does not allow things to drag on with healing during it creating the HP yo yo for both the PC's and enemies. Combat in turn speeds up. There is a lot of other things we have done using our conditions, 4e spell templet's, spell durations (controlled, encounter, etc.), Combat reactions, combat stunts, etc. To much to say. The only means for healing is outside of combat and ability with 10 minute rest to regain up to half of max hp total and ability to spend an Action point to go back to max. This works for us and this is way more in depth but I also DM a local Pathfinder campaign for some of us and it is fun, but you really see a difference in the HP yo yo and players not being involved as much. Static AC is not my preference now and I was one of the biggest opponents of trying active defense along with getting rid of the healing for in combat. Another thing we use to help stave off PC deaths are Fate points at 1 every 5 levels. You can use these to alter a save, change the story, or any get out of jail free needed. To much to type but all of those games we took from have great ideas and there is an ability to make a great game with the new 5e. I hope it is great. Chances are we will look for new ideas as we have the game we love, but I hope it can do what they want to achieve. I am skeptical of that but want them to do it and get it right and not push it out before it makes sense. Open playtest should help with that. [/QUOTE]
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Reforms so you don't need healing surges
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