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*Pathfinder & Starfinder
What is a Wound? An attempt to bridge the divide.
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<blockquote data-quote="Campbell" data-source="post: 5942466" data-attributes="member: 16586"><p>I think the disconnect I'm having is combination of gritty natural healing rates with extremely potent magical healing that refreshes daily like clockwork. If we assume hp as meatspace a 1st level cleric in 3e has the potential to bring someone back from the brink of death ~4-5 times in one day. That doesn't feel particularly gritty to me and assumes a level of power in the fiction that I feel doesn't suit a novice adventurer. AD&D is slightly better here with its limited number of spell slots at low levels and requirement to actually memorize cure spells. </p><p></p><p>This is another area where I think RuneQuest does gritty low level D&D much better than D&D. As you know magical healing either requires significant investment of a character's magical capacity for the day (common magic) or requires significant effort to replenish for a novice adventurer (divine magic). </p><p></p><p>There really isn't any reason why renewal of mystical ability needs to be so much faster than natural ability. By definition magic can be whatever we want it to be since we get to define the fiction. If it were up to me I would advocate much longer long rests that require characters to return to civilization. I've done so in 4e and it worked pretty well. I think the idea that a cleric must return to a temple or shrine and supplicate himself before his god to regain his powers to have pretty strong thematic elements. Likewise with wizards who must return to either her tower or that of her mentor to regain their strength and drown themselves in arcane ritual.</p></blockquote><p></p>
[QUOTE="Campbell, post: 5942466, member: 16586"] I think the disconnect I'm having is combination of gritty natural healing rates with extremely potent magical healing that refreshes daily like clockwork. If we assume hp as meatspace a 1st level cleric in 3e has the potential to bring someone back from the brink of death ~4-5 times in one day. That doesn't feel particularly gritty to me and assumes a level of power in the fiction that I feel doesn't suit a novice adventurer. AD&D is slightly better here with its limited number of spell slots at low levels and requirement to actually memorize cure spells. This is another area where I think RuneQuest does gritty low level D&D much better than D&D. As you know magical healing either requires significant investment of a character's magical capacity for the day (common magic) or requires significant effort to replenish for a novice adventurer (divine magic). There really isn't any reason why renewal of mystical ability needs to be so much faster than natural ability. By definition magic can be whatever we want it to be since we get to define the fiction. If it were up to me I would advocate much longer long rests that require characters to return to civilization. I've done so in 4e and it worked pretty well. I think the idea that a cleric must return to a temple or shrine and supplicate himself before his god to regain his powers to have pretty strong thematic elements. Likewise with wizards who must return to either her tower or that of her mentor to regain their strength and drown themselves in arcane ritual. [/QUOTE]
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What is a Wound? An attempt to bridge the divide.
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