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General Tabletop Discussion
*Pathfinder & Starfinder
The Healing Paradox
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<blockquote data-quote="Wexter" data-source="post: 5946514" data-attributes="member: 6695556"><p>"Push on or rest up?" - That's the question every party and player will be facing and what I believe is the crux of the problem. The main issue is that there's no compelling gameplay reason to push on. There's often *story* reasons, but I believe there should be gameplay reasons as well.</p><p></p><p>Resting up: In essence this means recovering resources. Usually encompasses healing, spells, ammunition, surges, or any per-day ability. As the party runs low on resources, it's perfectly natural to want to recover them. No matter how brutal the recovery process is (1 hp per day), one can simply announce 'resting until healed' and there we are back at 100% be it in a night or month.</p><p></p><p>Pushing on: There really is no benefit to pushing on in any edition I've ever seen except 4e. Here we have action points every 2 encounters. "Well, we're low on dailies, but we've got action points... Should we push on?" Not exactly a balanced set of options but at least there's something on the other end of the scale for once.</p><p></p><p>I'm not saying D&D needs action points. But I will say D&D needs a reward system to balance the resource systems. There's quite a few different ways of doing it aside from action points. Key to this being that the reward expires on rest (or in less than a day.) </p><p>Potions: If they spoil/expire in a day (or less), but last through the day, you can hand out some nice rewards for finding them.</p><p>Class/theme/feats: Get some features in that reward success. Such as: (Barbarian) Whenever you land a killing blow, you're envigorated for the rest of the day (+1 damage - stacks up to x times). Rogue: Whenever you land a critical hit, your sneak attack damage increases by 1d6 for the rest of the day.</p><p>Morale: After a successful encounter, the party's morale raises (roll a charisma check). Everyone hi-fives <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> and regains a daily resource.</p><p></p><p>Ok, not the greatest set of ideas. But the point that players ought to be rewarded for pushing on, I think frames the healing question in a whole new light.</p><p></p><p>Fighter: "I'm low on HP, but I've built up a nice bonus to AC."</p><p>Cleric: "Almost out of spells, but have +3 glory of Pelor."</p><p>Rogue: "I've got 4 stacks of Murder! All out of tricks."</p><p>Wizard: "I ate all my rations. Should we keep going?"</p><p></p><p>Now the party isn't simply weaker for being low on HP/Healing. Riskier? Sure. But not necessarily weaker.</p></blockquote><p></p>
[QUOTE="Wexter, post: 5946514, member: 6695556"] "Push on or rest up?" - That's the question every party and player will be facing and what I believe is the crux of the problem. The main issue is that there's no compelling gameplay reason to push on. There's often *story* reasons, but I believe there should be gameplay reasons as well. Resting up: In essence this means recovering resources. Usually encompasses healing, spells, ammunition, surges, or any per-day ability. As the party runs low on resources, it's perfectly natural to want to recover them. No matter how brutal the recovery process is (1 hp per day), one can simply announce 'resting until healed' and there we are back at 100% be it in a night or month. Pushing on: There really is no benefit to pushing on in any edition I've ever seen except 4e. Here we have action points every 2 encounters. "Well, we're low on dailies, but we've got action points... Should we push on?" Not exactly a balanced set of options but at least there's something on the other end of the scale for once. I'm not saying D&D needs action points. But I will say D&D needs a reward system to balance the resource systems. There's quite a few different ways of doing it aside from action points. Key to this being that the reward expires on rest (or in less than a day.) Potions: If they spoil/expire in a day (or less), but last through the day, you can hand out some nice rewards for finding them. Class/theme/feats: Get some features in that reward success. Such as: (Barbarian) Whenever you land a killing blow, you're envigorated for the rest of the day (+1 damage - stacks up to x times). Rogue: Whenever you land a critical hit, your sneak attack damage increases by 1d6 for the rest of the day. Morale: After a successful encounter, the party's morale raises (roll a charisma check). Everyone hi-fives ;) and regains a daily resource. Ok, not the greatest set of ideas. But the point that players ought to be rewarded for pushing on, I think frames the healing question in a whole new light. Fighter: "I'm low on HP, but I've built up a nice bonus to AC." Cleric: "Almost out of spells, but have +3 glory of Pelor." Rogue: "I've got 4 stacks of Murder! All out of tricks." Wizard: "I ate all my rations. Should we keep going?" Now the party isn't simply weaker for being low on HP/Healing. Riskier? Sure. But not necessarily weaker. [/QUOTE]
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