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*Pathfinder & Starfinder
Universal fast healing - effects?
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<blockquote data-quote="Cheiromancer" data-source="post: 3426059" data-attributes="member: 141"><p>I don't see much difference between having reserve points and just doubling your hit points. Well, I guess if you double your hit points there is no chance of you falling unconscious (or dying) when you use up half of them. But still.</p><p></p><p>Say in the standard rules a cleric-less party can go through 4 encounters before they are so wounded they have to rest. Say it takes 4 days rest for them to get back up to full. Then they could have another 4 encounters and take another 4 days to rest. 8 encounters in 8 days.</p><p></p><p>With reserve points (unless I am misunderstanding them) they could have 8 encounters before they are so wounded they have to rest; there just needs to be a decent interval between encounters. However, to get full hit points back would take 4 days, and then another 4 days to get back the reserve hit points (Am I wrong? The example in the SRD talks about magical healing rather than natural healing. I assume natural healing works the same way; otherwise they would have said so.) This still results in 8 encounters over 8 days, which is not a big improvement.</p><p></p><p>The effect I'm trying for is to help eliminate the "adventurer's day" where they rest for 23 hours out of 24. Let alone the "adventurer's week" where the party spends 4 days out of 5 healing their wounds naturally. And it also helps reduce the dependence by fighting characters on clerics and items. If a party doesn't have someone to devote themselves to being a medic, I don't see why they should have to adopt the adventurer's week as the alternative.</p><p></p><p>I haven't playtested this, but I doubt that it would be much of a hardship as far as book-keeping goes. A person's rate of fast healing would only change when they level. Otherwise it is much like having a Dragon Shaman in the party. </p><p></p><p>I don't want to eliminate the cleric and healing items (potions, wands, etc) entirely. But I hope it is clear that with this kind of system a little extra healing (applied at the right time) would go a long way. If a character drops a little below half after two encounters, one CLW might be enough to bring him up again; fast healing will heal him to full for the next encounter. The characters still have to be careful and manage resources, but they could survive just fine with only a secondary healer (like a ranger, paladin or bard) rather than a cleric. </p><p></p><p></p><p></p><p>Plowing through an area in a short time would be fine, I think. Better than an adventurer's day. Gives it more of cinematic, action movie kind of feel. Or maybe too videogamy. Dunno.</p><p></p><p>Thanks for the comments everyone!</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3426059, member: 141"] I don't see much difference between having reserve points and just doubling your hit points. Well, I guess if you double your hit points there is no chance of you falling unconscious (or dying) when you use up half of them. But still. Say in the standard rules a cleric-less party can go through 4 encounters before they are so wounded they have to rest. Say it takes 4 days rest for them to get back up to full. Then they could have another 4 encounters and take another 4 days to rest. 8 encounters in 8 days. With reserve points (unless I am misunderstanding them) they could have 8 encounters before they are so wounded they have to rest; there just needs to be a decent interval between encounters. However, to get full hit points back would take 4 days, and then another 4 days to get back the reserve hit points (Am I wrong? The example in the SRD talks about magical healing rather than natural healing. I assume natural healing works the same way; otherwise they would have said so.) This still results in 8 encounters over 8 days, which is not a big improvement. The effect I'm trying for is to help eliminate the "adventurer's day" where they rest for 23 hours out of 24. Let alone the "adventurer's week" where the party spends 4 days out of 5 healing their wounds naturally. And it also helps reduce the dependence by fighting characters on clerics and items. If a party doesn't have someone to devote themselves to being a medic, I don't see why they should have to adopt the adventurer's week as the alternative. I haven't playtested this, but I doubt that it would be much of a hardship as far as book-keeping goes. A person's rate of fast healing would only change when they level. Otherwise it is much like having a Dragon Shaman in the party. I don't want to eliminate the cleric and healing items (potions, wands, etc) entirely. But I hope it is clear that with this kind of system a little extra healing (applied at the right time) would go a long way. If a character drops a little below half after two encounters, one CLW might be enough to bring him up again; fast healing will heal him to full for the next encounter. The characters still have to be careful and manage resources, but they could survive just fine with only a secondary healer (like a ranger, paladin or bard) rather than a cleric. Plowing through an area in a short time would be fine, I think. Better than an adventurer's day. Gives it more of cinematic, action movie kind of feel. Or maybe too videogamy. Dunno. Thanks for the comments everyone! [/QUOTE]
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