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General Tabletop Discussion
*Pathfinder & Starfinder
The basic nonmagical healing mechanic: the perfect compromise?
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<blockquote data-quote="Transformer" data-source="post: 5920561" data-attributes="member: 70008"><p>Now that we've actually seen the text, I must say, I'm pretty impressed with the basic mundane healing mechanic. It seems like an excellent compromise between 4e healing surges and older, less metagamey mechanics.</p><p></p><p>First, the rules clearly state that hit points are an abstraction, and suggest that you haven't taken a serious direct hit until you drop to 0 hp or less. Then they explain that you can patch yourself up with a nonmagical healing kit during short rests, with the number of times and amount healed based on your hit dice.</p><p></p><p>I think this is good for a few reasons. First, <em>magical</em> healing is not limited by these new hit-dice-healing-surges. Second, you can't heal nonmagically in combat (Second Wind). As for out of combat healing, it makes sense that it's limited by your hit dice: depending on how tough and experienced you are, you can only patch yourself up after a tough fight so many times before you really need a full night's sleep.</p><p></p><p>So in short, I think this new mechanic solves the verisimilitude and metagamey problem posed by healing surges, while keeping what's best about them. I agree that full hp recovery overnight sucks, but that could easily be removed without disrupting this new hit dice healing system. Anyone else as optimistic about this as I am?</p></blockquote><p></p>
[QUOTE="Transformer, post: 5920561, member: 70008"] Now that we've actually seen the text, I must say, I'm pretty impressed with the basic mundane healing mechanic. It seems like an excellent compromise between 4e healing surges and older, less metagamey mechanics. First, the rules clearly state that hit points are an abstraction, and suggest that you haven't taken a serious direct hit until you drop to 0 hp or less. Then they explain that you can patch yourself up with a nonmagical healing kit during short rests, with the number of times and amount healed based on your hit dice. I think this is good for a few reasons. First, [I]magical[/I] healing is not limited by these new hit-dice-healing-surges. Second, you can't heal nonmagically in combat (Second Wind). As for out of combat healing, it makes sense that it's limited by your hit dice: depending on how tough and experienced you are, you can only patch yourself up after a tough fight so many times before you really need a full night's sleep. So in short, I think this new mechanic solves the verisimilitude and metagamey problem posed by healing surges, while keeping what's best about them. I agree that full hp recovery overnight sucks, but that could easily be removed without disrupting this new hit dice healing system. Anyone else as optimistic about this as I am? [/QUOTE]
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The basic nonmagical healing mechanic: the perfect compromise?
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