Roman wrote:
Jason Bulmahn wrote:
Truth be told, I am trying to avoid 1/battle mechanics... for a number of reasons.
Thank you, thank you, thank you - I loathe explicit "per battle" or "per encounter" mechanics for a number of reasons, not least among which is the fact that an "encounter" is a purely metagame construction that should have no place in determining frequency or duration of abilities. There are other ways to achieve implicit "per encounter" effects if desired, such as to have abilities have recharge times that are impractical in combat and so on.
Quote:
I also prefer this to be a rule that is primarily one used to help explain natural healing for NPCs as opposed to any sort of replacement or competition with magical healing.
I understand your position and indeed agree with it, but it does make the Heal skill a somewhat dubious choice power-wise for PCs. I have partially offset this in my campaign by effectively making Heal act as Knowledge: Anatomy to give it extra uses.
As to the topic of healing itself, some amount of healing per day per person would be OK if applied within X rounds or minutes of the wound being received. Perhaps we could even have it set at something like this:
First Aid/Patch-up: 1d4 (or 1d6) hit points healed per each 5 points of DC above 15 (inclusive), but capped at half-hit points for each character per day. In order to be effective, first aid must be applied no later than 1 minute after the wound is received.
Recharge times actually sound very interesting to me.
I like the Idea of Battle/Encounter, better then the Idea of Per day really. Why have a Little to being able to use certain things a number of times during the day.
Limiting the number of times something can receive such things while very interesting. Are a bit detailed heavy. Having many more lines of superfluous text.
But discussing things as being too Meta is a bit silly when the game itself holds so many Meta components.