Summary: If hit points are expected to be at or near full at the start of each encounter, and recovering hit points is a non-resource draining activity, why go through all the hoops of recovering them outside of combat?
I'm trying to understand what role hit point recovery has in the game right now. Previous editions of the game were built on the assumption that hit points would dwindle over the course of multiple encounters and that only magic (a limited resource) would allow characters to regain hit points (outside of long-term rest&recovery).
In 3.x/PF1 the CLW wand was "discovered" which was technically a "limited" resource (being a charged item) but was barely a cost past level 6 or 7.
At this point in the game you would typically heal up after each fight thus removing the entire "long term hit point ablation" that the game's resource management was built upon.
This proved somewhat useful, however, for many DMs and certain types of adventures (especially strong narrative-based adventures such as PF APs). The typical hit point depletion model was strongly tied to the dungeon-delving model of the game and didn't necessarily work well with narratively-driven adventures with tight deadlines and strong time-pressure.
The classic example of this would be the heroes assaulting the necromancer's tower before he can complete her ritual which will awaken all the city's dead. Even if the DM tried to properly balance the adventure around the PCs resources, it's entirely possible that due to the random nature of the d20-based game that the group just runs out of hit points before the final fight vs. the necromancer and either has to go into a fight that they know they will lose, or go home and sleep for 8 hours while the city falls to ruin.
Enter PF2 where-in they make 2 important realization and design decision:
- Given any opportunity to do so; PCs will heal to full after every fight. This just makes strong game sense.
- By assuming the PCs are at full hit points it actually makes the adventure designer/DMs job a lot easier. 1. you can design encounters easier because you know the PCs will be at full hp and don't have to try to account for how weakened/depleted they will be. 2. it's easier to pace your adventures because you no longer have to worry about your PCs having to leave your adventure location in the middle of their heroics to go back to town and sleep for 8 hours which often strains credibility and creates all sorts of headaches to try to manage deadlines and what all the NPCs are going to do with 8-12 hours of time until the PCs return.
To do this PF2 used a number of non-resource depleting focus spells (Lay on Hands, Soothing Ballad, etc.) and of course Treat Wounds.
That's all great.
The dilemma comes in when you consider what this free healing takes: time, often a lot of it.
In PF1 with a wand of CLW healing 5.5hp per use; you could heal ~55hp in 1 minute; more if you allowed wand sharing and/or had multiple wands. Thus an entire party could heal to full in several minutes; perhaps 10 at most.
In PF2 healing via focus spells might require several iterations of healing, refocusing, healing ,refocusing, etc... this might take 30-60 minutes.
Similarly using Treat Wounds might require several iterations which could taken 30-60 minutes and that's assuming you have Continual Recovery and Ward Medic, otherwise it could take multiple hours.
This is where the dilemma comes up....
- Your game assumes PCs are at/near full hit points each encounter.
- Regardless of game design, PCs given the opportunity will heal to full.
- You give PCs options to heal for "free" [using no limited resources]
- This takes 30-60 minutes.
So now you have your group of PCs taking ~45 minute break between each combat encounter in your adventure.
This creates a number of problems; mostly related to pacing and tension.
If you are in your standard dungeon crawl; if your PCs are able to happily take a break in the dungeon for up to an hour the game doesn't feel that dangerous or realistic.
If you are in a fast-paced/sensitive timeline driven adventure; it strains all realism that you could have your group of heroic PCs just sitting around for 30 minutes between each fight.
The counter to these points has often been:
- Use random encounters
- Don't allow them the time to heal to full
Those are great ideas; and they've worked for 50 years. But they work assuming an ablative hp model.
In PF2 your game is balanced that your hp is at full; if you interrupt a party who is weakened with a random encounter or they move along to the next encounter at half hit points, with several PCs with the wounded condition.... you are going to see some seriously high death rates amongst your PCs (and I imagine a lot of frustration).
And that's just the game mechanics issue; the pacing issue is a much more important one. Many PF APs are written from a certain sense of urgency and "heroic" style play; having your PCs resting for up to an hour after each combat encounter breaks up that sense of drama and tension and creates a lot of work for the DM to figure out how the dungeon/site they are active in responds to the PCs intrusion during the hour or so they are resting.
So....
If healing is free anyways; and the game is built upon the idea that you are at full hit points and if taking significant time to heal creates a number of design/pacing issues why do these time requirements exist?
Why doesn't healing just occur automatically or on a much shorter timeframe (say several minutes)?
What does the game GAIN but having it take 20,40, 60+ minutes to heal up to full after (almost) every combat?