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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Resting, Healing and Wounds - a proposed house rule
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<blockquote data-quote="ravenheart" data-source="post: 4733323" data-attributes="member: 72088"><p>Thanks for the feedback!</p><p></p><p>The thing with moderate rest is in it's length. It's 1 hour. Sometimes you might have 1 hour. But when the ancient tomb is collapsing, the dark wizard is about to perform his sinister ritual or the maharajah just sent his entire army after you - you won't have that hour. And even if there isn't any imminent danger, resting might mean giving your adversaries more time to prepare for your arrival (assuming they know you're coming), refresh their numbers, reset traps etc. And sometimes adventurers are foolhardy and rush into the dragon's lair; curiosity killed the cat, you know? I do think I need to change one thing in the Moderate Rest write-up, for consistency: [FONT=&quot]</p><p></p><p>[/FONT] This way it only applies to daily attack power, as the healing surge options also refer to.</p><p></p><p>I created the healing surge options to help prevent wounds in general, or at least give an alternative to suffering a wound. But I think I sort of got confused when it came to the dailies. Here's a new version:</p><p></p><p> This way, there'll always be incentive to use healing surges and still treat them as a form of limited resources. Also, it's a viable option to nova:ing.</p><p></p><p>The wounds are a bit complicated right? Well, I figured adrenaline would keep them from showing and maybe they are too easily accumulated, so I made them a) avoidable (Saving throws) and b) less messy by removing the clause on temporary hit points etc.</p><p></p><p> </p><p></p><p>Now, I'm just wondering: should I allow a single recovery check after a moderate rest?</p></blockquote><p></p>
[QUOTE="ravenheart, post: 4733323, member: 72088"] Thanks for the feedback! The thing with moderate rest is in it's length. It's 1 hour. Sometimes you might have 1 hour. But when the ancient tomb is collapsing, the dark wizard is about to perform his sinister ritual or the maharajah just sent his entire army after you - you won't have that hour. And even if there isn't any imminent danger, resting might mean giving your adversaries more time to prepare for your arrival (assuming they know you're coming), refresh their numbers, reset traps etc. And sometimes adventurers are foolhardy and rush into the dragon's lair; curiosity killed the cat, you know? I do think I need to change one thing in the Moderate Rest write-up, for consistency: [FONT="] [/FONT] This way it only applies to daily attack power, as the healing surge options also refer to. I created the healing surge options to help prevent wounds in general, or at least give an alternative to suffering a wound. But I think I sort of got confused when it came to the dailies. Here's a new version: This way, there'll always be incentive to use healing surges and still treat them as a form of limited resources. Also, it's a viable option to nova:ing. The wounds are a bit complicated right? Well, I figured adrenaline would keep them from showing and maybe they are too easily accumulated, so I made them a) avoidable (Saving throws) and b) less messy by removing the clause on temporary hit points etc. Now, I'm just wondering: should I allow a single recovery check after a moderate rest? [/QUOTE]
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Resting, Healing and Wounds - a proposed house rule
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