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*Pathfinder & Starfinder
Regarding the complexity of Pathfinder 2
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<blockquote data-quote="CapnZapp" data-source="post: 8098564" data-attributes="member: 12731"><p>I absolutely agree.</p><p></p><p>Do allow me to point out re: Medicine that I did calculate what the proficiency levels boils down to if you skip all the clutter:</p><p></p><p style="margin-left: 20px">Treat Wounds makes the target regain a number of hit points equal to your skill bonus in Medicine plus double your Proficiency Rank:</p> <p style="margin-left: 20px">Trained +4</p> <p style="margin-left: 20px">Expert +8</p> <p style="margin-left: 20px">Master +12</p> <p style="margin-left: 20px">Legendary +16</p><p></p><p>...but this doesn't address or solve the greater issue. It still makes healing too slow for other parts of the rules framework to function as I understand them.</p><p></p><p>When you boil everything down to the core issue, the game expects you to be fully healed before each encounter, and that this healing should take no longer than 10-30 minutes.</p><p></p><p>A 5E approach to fixing all this would be:</p><p></p><p style="margin-left: 20px">You automatically heal one third of your maximum hp for every 10 minutes of downtime or exploration activity.</p><p></p><p>Sure it nerfs Medicine and a few feats, but it considerably simplifies things, and most importantly: <strong><em>it gets to the point</em></strong>. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>A less simplistic approach that still mitigates the issues to a large extent (as far as I can analyse things anyway) is introducing a Stamina variant.</p><p></p><p>Btw - you don't need the Gamemastery Guide for that, because where Paizo needs a two-page spread, I can explain it in four simple sentences:</p><p></p><p style="margin-left: 20px">Half your hit points is <strong>Stamina Points</strong>, the other half is regular hit points.</p> <p style="margin-left: 20px">After any 10-minute rest or exploration activity you regain all lost Stamina (unless the GM says otherwise, of course)</p> <p style="margin-left: 20px">You take damage to Stamina before hit points.</p> <p style="margin-left: 20px">You heal hit points before Stamina</p> <p style="margin-left: 20px"></p><p>This lets you keep all the trappings of Medicine and still accelerate healing, since half your maximum comes back "for free" - you only need to use Treat Wounds, Healing Potions and the like on the other half.</p><p></p><p>Most importantly, characters should always reach at least half health, even when for some reason no other means of healing is available. This should help considerably in matching what the game expects a short rest to accomplish to what it actually <em>does</em> accomplish! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8098564, member: 12731"] I absolutely agree. Do allow me to point out re: Medicine that I did calculate what the proficiency levels boils down to if you skip all the clutter: [INDENT]Treat Wounds makes the target regain a number of hit points equal to your skill bonus in Medicine plus double your Proficiency Rank:[/INDENT] [INDENT]Trained +4[/INDENT] [INDENT]Expert +8[/INDENT] [INDENT]Master +12[/INDENT] [INDENT]Legendary +16[/INDENT] ...but this doesn't address or solve the greater issue. It still makes healing too slow for other parts of the rules framework to function as I understand them. When you boil everything down to the core issue, the game expects you to be fully healed before each encounter, and that this healing should take no longer than 10-30 minutes. A 5E approach to fixing all this would be: [INDENT]You automatically heal one third of your maximum hp for every 10 minutes of downtime or exploration activity.[/INDENT] Sure it nerfs Medicine and a few feats, but it considerably simplifies things, and most importantly: [B][I]it gets to the point[/I][/B]. :) A less simplistic approach that still mitigates the issues to a large extent (as far as I can analyse things anyway) is introducing a Stamina variant. Btw - you don't need the Gamemastery Guide for that, because where Paizo needs a two-page spread, I can explain it in four simple sentences: [INDENT]Half your hit points is [B]Stamina Points[/B], the other half is regular hit points.[/INDENT] [INDENT]After any 10-minute rest or exploration activity you regain all lost Stamina (unless the GM says otherwise, of course)[/INDENT] [INDENT]You take damage to Stamina before hit points.[/INDENT] [INDENT]You heal hit points before Stamina[/INDENT] [INDENT][/INDENT] This lets you keep all the trappings of Medicine and still accelerate healing, since half your maximum comes back "for free" - you only need to use Treat Wounds, Healing Potions and the like on the other half. Most importantly, characters should always reach at least half health, even when for some reason no other means of healing is available. This should help considerably in matching what the game expects a short rest to accomplish to what it actually [I]does[/I] accomplish! :) [/QUOTE]
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