why isn't there any non-magical healing


Pathfinder First Edition General Discussion

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The Sword wrote:
I'm all for bringing in the short rest long rest mechanic personally.

I've houseruled it into my Reign of Winter game.


Rysky wrote:
Nitro~Nina wrote:

In the case of healing, my preferred system would have magic be an easy quick-fix mid-combat, but would pale in comparison to actual hard work and trained medicine over a longer period of time.

This is all just opinion, and please consider it before taking offence right out of the gate. I mean to provoke thought, not anger.

How would you accomplish this, aside from giving magical healing adverse effects?

Well, you could have magic healing leave scars (just a roleplaying mechanic, not mechanical). (Fast healing is faster regular healing so gets around this and leave none)

But it would make those who regularly get magic healing get covered in scars.


Starbuck_II wrote:

Well, you could have magic healing leave scars (just a roleplaying mechanic, not mechanical). (Fast healing is faster regular healing so gets around this and leave none)

But it would make those who regularly get magic healing get covered in scars.

No kidding. I had a DM who described all damage as Meat Points. At the end of any given fight, my fighter looked like an extra from Night of the Living Dead.


Starbuck_II wrote:
Rysky wrote:
Nitro~Nina wrote:

In the case of healing, my preferred system would have magic be an easy quick-fix mid-combat, but would pale in comparison to actual hard work and trained medicine over a longer period of time.

This is all just opinion, and please consider it before taking offence right out of the gate. I mean to provoke thought, not anger.

How would you accomplish this, aside from giving magical healing adverse effects?

Well, you could have magic healing leave scars (just a roleplaying mechanic, not mechanical). (Fast healing is faster regular healing so gets around this and leave none)

But it would make those who regularly get magic healing get covered in scars.

You could also remove magical healing as a whole. Instead have all forms of "magical healing" take the form of temporary hit points that can't put you above max hp.


Have you looked at how Iron Kingdoms handled magic healing? They wanted the world to be more gritty, so in the 3E version, both the healed and the healer had to pass certain checks to avoid getting hammered by the aftereffects, with both the checks and the effects getting more frightening to behold the more powerful the healing attempted. And in Privateer Press's version, you make a check with a cumulative penalty for every time you've ever been magically healed to determine what gets inflicted on you along with being healed. That might be something to look into.


Tectorman wrote:
Have you looked at how Iron Kingdoms handled magic healing? They wanted the world to be more gritty, so in the 3E version, both the healed and the healer had to pass certain checks to avoid getting hammered by the aftereffects, with both the checks and the effects getting more frightening to behold the more powerful the healing attempted. And in Privateer Press's version, you make a check with a cumulative penalty for every time you've ever been magically healed to determine what gets inflicted on you along with being healed. That might be something to look into.

True, but the Privateer Press version also made nonmagical healing much easier since you get back a chunk of HP at the end of every encounter.

Verdant Wheel

Ranishe wrote:
You could also remove magical healing as a whole. Instead have all forms of "magical healing" take the form of temporary hit points that can't put you above max hp.

That's sorta what I was thinking, but... eh I don't know, it seems very punitive when I'd rather just have the option between quick-and-easy Magic Healing and harder-but-effective Mundane Healing. Plus, if Clerics get nerfed then everyone's going to mutiny.

Tectorman wrote:
Have you looked at how Iron Kingdoms handled magic healing? They wanted the world to be more gritty, so in the 3E version, both the healed and the healer had to pass certain checks to avoid getting hammered by the aftereffects, with both the checks and the effects getting more frightening to behold the more powerful the healing attempted. And in Privateer Press's version, you make a check with a cumulative penalty for every time you've ever been magically healed to determine what gets inflicted on you along with being healed. That might be something to look into.

That IS fun, though I'd also hope that non-magical healing isn't quite so punishing as in Pathfinder.

Honestly though, this is one of my only real gripes with the Pathfinder system; most non-magical healer builds can still work if you reflavour an Alchemist or Investigator, but I'd like some in-game mundane healing so I can play with some cool medical classes that don't need to crib off something else's schtick.

Liberty's Edge

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While there are ways to turn 'treat deadly wounds' in to a reasonably effective non-magical form of healing, that was really only part of the focus of the OP.

Their real complaint seemed to be having to spend so much gold on healing items to be effective as the sole source of party healing. My response would be... don't do that. Let people buy their own wands of CLW and healing potions.

After that, look for ways to do unlimited HP healing; any continual fast healing or regeneration effect, Greater Skald's Vigor and a tuned bowstring, Sensei + Drunken Master + Booze + Wholeness of Body, et cetera.

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