
Gamer Ingenuity |

Three times per day, characters may take a Short Rest.
Characters may recover 25% of their HP and two 1st level spells after 15 minutes of uninterrupted Short Rest. Extending this rest by 15 minutes rest will restore another 25% of their HP, and two more 1st level spells, to a maximum of 50% of their normal HP total and four 1st level spells. In any case, a character may not heal to more than 50% of their normal HP total in this way. This does not prohibit other healing (spells – including spells regained through Short Rest, spell-like abilities, etc…) from raising the character’s HP total above 50%.
Prepared spells recovered in this way must be spells the character had prepared previously in the day. If a spellcaster chooses, he or she may swap their regained spell for another known spell in the same way they normally prepare their spells each day, taking the necessary time to do so.
Short Rests may not be taken consecutively. There must be least one encounter (and possibly more, at the GM’s discretion) between each Short Rest.
Thoughts? Suggestions?
Gamer Ingenuity
http://gameringenuity.blogspot.com

ItoSaithWebb |

Three times per day, characters may take a Short Rest.
Characters may recover 25% of their HP and two 1st level spells after 15 minutes of uninterrupted Short Rest. Extending this rest by 15 minutes rest will restore another 25% of their HP, and two more 1st level spells, to a maximum of 50% of their normal HP total and four 1st level spells. In any case, a character may not heal to more than 50% of their normal HP total in this way. This does not prohibit other healing (spells – including spells regained through Short Rest, spell-like abilities, etc…) from raising the character’s HP total above 50%.
Prepared spells recovered in this way must be spells the character had prepared previously in the day. If a spellcaster chooses, he or she may swap their regained spell for another known spell in the same way they normally prepare their spells each day, taking the necessary time to do so.
Short Rests may not be taken consecutively. There must be least one encounter (and possibly more, at the GM’s discretion) between each Short Rest.
Thoughts? Suggestions?
Gamer Ingenuity
http://gameringenuity.blogspot.com
I think that this would override the natural healing mechanic built into PF. Character normally at least to my knowledge only regain 1hp a day per level with full rest. However, it is not a bad idea if you run a game of very low or no magic. Additionally in a world of little to no magic this would allow your characters to endure longer and I would say that the heal skill would be invaluable because you could use that after rest to raise the HP over 50%.
The spell casting part is way to strong in my personal opinion.

Gamer Ingenuity |

I'm running a large 3rd level party through a dungeon and they're having a tough time of it. They are about to enter their 3rd day in the dungeon. The previous "day" consisted of a couple of hours' exploring and fighting, before they had to retire to a secure room to rest until the next full day to recover themselves. The first day wasn't much different, except they entered the dungeon later in the day, so the amount of rest time wasn't as long. I thought this might be a way to keep them going, if at a reduced capacity.
In 4E, 5 minutes would be enough to recover all mid level powers and hit points. Apples and Oranges, I know, but the basis of the problem is the same.
Gamer Ingenuity
http://gameringenuity.blogspot.com
Gamer Ingenuity wrote:Three times per day, characters may take a Short Rest.
Characters may recover 25% of their HP and two 1st level spells after 15 minutes of uninterrupted Short Rest. Extending this rest by 15 minutes rest will restore another 25% of their HP, and two more 1st level spells, to a maximum of 50% of their normal HP total and four 1st level spells. In any case, a character may not heal to more than 50% of their normal HP total in this way. This does not prohibit other healing (spells – including spells regained through Short Rest, spell-like abilities, etc…) from raising the character’s HP total above 50%.
Prepared spells recovered in this way must be spells the character had prepared previously in the day. If a spellcaster chooses, he or she may swap their regained spell for another known spell in the same way they normally prepare their spells each day, taking the necessary time to do so.
Short Rests may not be taken consecutively. There must be least one encounter (and possibly more, at the GM’s discretion) between each Short Rest.
Thoughts? Suggestions?
Gamer Ingenuity
http://gameringenuity.blogspot.com
I think that this would override the natural healing mechanic built into PF. Character normally at least to my knowledge only regain 1hp a day per level with full rest. However, it is not a bad idea if you run a game of very low or no magic. Additionally in a world of little to no magic this would allow your characters to endure longer and I would say that the heal skill would be invaluable because you could use that after rest to raise the HP over 50%.
The spell casting part is way to strong in my personal opinion.

ItoSaithWebb |

Well then I suggest to think of more options you can do before you actually go and mess with the rules. Usually I only mess with rules if I really disagree with them. For you problem you could have it that you have some creatures actually drop healing potions or have areas where they find potions. If they are doing a dungeon crawl and it sounds like they are they better have a cleric or some kind of healer. If no one took the role of the healer then that is their fault not yours or the game's.
Now if you are just throwing a lot at them and they are running out of juice then let them take care of it. If they need to rest and regain spells then let them do it but just have a low % chance of something coming to eat them.
You could also just let them fail. This doesn't mean let them die but they can always backtrack go back to town and restock and heal up.
Also if they do die well then that will teach them to be better prepared for dungeon crawling when it comes down to healing.
One thing that I allow in my Pathfinder game is that I allow the spell cure minor wounds which is a orision. This means they can cast it as much as they want but the spell will not heal them past 25% of their total HP. So if they have 25% or more of their total HP the spell does nothing.
What this does is it takes some of the burden off healing potions and healing spells. This doesn't mess with the healing mechanic of the game.
Hope that helps.

Gamer Ingenuity |

Excellent suggestions, thank you. I'm don't normally have an issue changing a rule here or there in my home campaign - I tend to run a pretty balanced game, though I would agree it is "low magic".
Where can I find the orison you mentioned? I don't see it in the Pathfinder rulebook.
I might also consider shaving the Short Rest rule to a maximum of 25%, and halve the spell refreshing.
We'll probably play with it a little to see how it works.
Thanks again for the help,
Gamer Ingenuity
http://gameringenuity.blogspot.com
Well then I suggest to think of more options you can do before you actually go and mess with the rules. Usually I only mess with rules if I really disagree with them. For you problem you could have it that you have some creatures actually drop healing potions or have areas where they find potions. If they are doing a dungeon crawl and it sounds like they are they better have a cleric or some kind of healer. If no one took the role of the healer then that is their fault not yours or the game's.
Now if you are just throwing a lot at them and they are running out of juice then let them take care of it. If they need to rest and regain spells then let them do it but just have a low % chance of something coming to eat them.
You could also just let them fail. This doesn't mean let them die but they can always backtrack go back to town and restock and heal up.
Also if they do die well then that will teach them to be better prepared for dungeon crawling when it comes down to healing.
One thing that I allow in my Pathfinder game is that I allow the spell cure minor wounds which is a orision. This means they can cast it as much as they want but the spell will not heal them past 25% of their total HP. So if they have 25% or more of their total HP the spell does nothing.
What this does is it takes some of the burden off healing potions and healing spells. This doesn't mess with the healing mechanic of the game.
Hope that helps.

ItoSaithWebb |

Excellent suggestions, thank you. I'm don't normally have an issue changing a rule here or there in my home campaign - I tend to run a pretty balanced game, though I would agree it is "low magic".
Where can I find the orison you mentioned? I don't see it in the Pathfinder rulebook.
I might also consider shaving the Short Rest rule to a maximum of 25%, and halve the spell refreshing.
We'll probably play with it a little to see how it works.
Thanks again for the help,
Gamer Ingenuity
http://gameringenuity.blogspot.com
The Cure minor wounds was a 3.5 zero level spell. The spell just heals 1 hp. But since you can cast orisons as much as you want you don't waste anything. However, this is why I put a limit to the spell that it can't heal past 25% of a total HP.