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*Pathfinder & Starfinder
What is a Wound? An attempt to bridge the divide.
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<blockquote data-quote="I'm A Banana" data-source="post: 5942941" data-attributes="member: 2067"><p>Sure! As long as the sorcerer has a smaller, tighter list of spells that they can maybe use more often, I think they hit the mechanical niche we're looking at.</p><p></p><p></p><p></p><p>I think that's a real solid look at it. Since the timescale of an extended or short rest is very flexible, those two solutions might work just fine. It does sort of imply that non-magical (or at least, non-wahoo) healing effects are an option you can add, rather than something that the game assumes. Which is probably fine, if they're going for inclusiveness: it's something a lot of folks love about 4e, so it's a popular view, but it's not something that's probably necessary to the D&D feel. </p><p></p><p>I personally don't think healing has to be mostly magical in the first version, necessarily, but that's probably easier. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> My ideal might mostly keep the rate of return as in option (1), but give fighters things like Second Wind. I'd still probably steer away from a warlord's yell healing HP. </p><p></p><p>But that's the promise of modularity, no? I can customize that to my tastes, and someone who thinks that's absurd and unrealistic can take a more hardline option, and someone who wants things to be cinematic and badass can take the faster option, and we can all play the game we want. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5942941, member: 2067"] Sure! As long as the sorcerer has a smaller, tighter list of spells that they can maybe use more often, I think they hit the mechanical niche we're looking at. I think that's a real solid look at it. Since the timescale of an extended or short rest is very flexible, those two solutions might work just fine. It does sort of imply that non-magical (or at least, non-wahoo) healing effects are an option you can add, rather than something that the game assumes. Which is probably fine, if they're going for inclusiveness: it's something a lot of folks love about 4e, so it's a popular view, but it's not something that's probably necessary to the D&D feel. I personally don't think healing has to be mostly magical in the first version, necessarily, but that's probably easier. :p My ideal might mostly keep the rate of return as in option (1), but give fighters things like Second Wind. I'd still probably steer away from a warlord's yell healing HP. But that's the promise of modularity, no? I can customize that to my tastes, and someone who thinks that's absurd and unrealistic can take a more hardline option, and someone who wants things to be cinematic and badass can take the faster option, and we can all play the game we want. :) [/QUOTE]
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