Fast Healing for everyone.


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Why would I when I like HP exactly the way they are in 3.P?

I like characters tanking swords and ballista bolts and canon balls and lava and soldiering on unimpeded if the damage isn't enough to force them out of consciousness.


kyrt-ryder wrote:

Why would I when I like HP exactly the way they are in 3.P?

I like characters tanking swords and ballista bolts and canon balls and lava and soldiering on unimpeded if the damage isn't enough to force them out of consciousness.

Just asked if you had. My cleric lost a hand due to that chart, good times.


kyrt-ryder wrote:

Why would I when I like HP exactly the way they are in 3.P?

I like characters tanking swords and ballista bolts and canon balls and lava and soldiering on unimpeded if the damage isn't enough to force them out of consciousness.

So you like walking through fire. I get that.

Yet if walking through fire is so great what is the issue with catching your breath to get some of that HP back?


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Ah. Yeah that sort of game can be a ton of fun.

Reminds me of an experience in Warhammer Fantasy RP.

But for Pathfinder and its derivatives I like characters who are just that tough

Lincoln Cross wrote:
kyrt-ryder wrote:

Why would I when I like HP exactly the way they are in 3.P?

I like characters tanking swords and ballista bolts and canon balls and lava and soldiering on unimpeded if the damage isn't enough to force them out of consciousness.

So you like walking through fire. I get that.

Yet if walking through fire is so great what is the issue with catching your breath to get some of that HP back?

No issue really. I favor a powerful and free Heal Skill [getting patched up with medical techniques and the power of plants and vegetation and such] but I did mention up-thread that I am ok with a short rest approach as well.


kyrt-ryder wrote:

Ah. Yeah that sort of game can be a ton of fun.

Reminds me of an experience in Warhammer Fantasy RP.

But for Pathfinder and its derivatives I like characters who are just that tough

To each his own, I never liked the cartoon sillyness of 500 arrows and still fighting


To me that 'cartoon sillyness' is what high levels is all about


kyrt-ryder wrote:
To me that 'cartoon sillyness' is what high levels is all about

As I said, to each his own. I don't play D&D/PF for super hero silliness, its not built to handle it.


Aye, to each his own. [Although if saving the world from the freaks at the high end of CR in the Bestiaries isn't Mythical/Super Heroic silliness then what is?]


Too much GD work as a GM to ever touch it honestly.


Haha, are you saying you just avoid GMing high levels entirely?


kyrt-ryder wrote:
Haha, are you saying you just avoid GMing high levels entirely?

That was one of the things that totally burned me out on 3.x/PF.


I hear that. If my GMing style wasn't so ridiculously laid back and laissez faire [within the context of my houserules that make the system work very well for me under those conditions] I'd never touch anything over level 12.

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For me channeling is already too powerful. I hope they take channeling out of the game. And I do not buy in to this idea. In the old days groups would sometimes have to go back to town for a week or more to heal completely. This never happens anymore. They heal in the middle of the battle to the point where they almost always win because the bad guys could never keep up with the healing that goes on. Channeling is the worse. I thought so when it came out, and I almost house ruled it out. I wish I had, and if it is still part of 2.0 I may house rule it out anyway, but it is tough when I have let it ride for 10 years.

I vote no to make the game more like a video game.


kyrt-ryder wrote:
I hear that. If my GMing style wasn't so ridiculously laid back and laissez faire [within the context of my houserules that make the system work very well for me under those conditions] I'd never touch anything over level 12.

Above 12 IMO, the system breaks hard, its just too much work. I have ran as high as 25 before, but its just to complex, too fiddly.


@Shem: two quick questions here.

Question 1: are you primarily using single enemies or opposing groups? [Strength in Numbers is a real thing in PF]

Question 2: what CR are you using for your opposition?

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Gameplay arises from playing smart in combat and out-of-combat to avoid taking damage so you have enough resources to finish the adventure without dying. Healing for free and without the need of preparation and smart decision-making completely breaks that system.


Cyrad wrote:
Gameplay arises from playing smart in combat and out-of-combat to avoid taking damage so you have enough resources to finish the adventure without dying. Healing for free and without the need of preparation and smart decision-making completely breaks that system.

It might break 'that system' but I use free Heal Skill in the campaigns I run, granting one hit die per level of the patient per level of the Medic and it works great.

Three restrictions I use: Can't Treat the same wounds twice, Treating Wounds takes one minute per patient or two minutes to self-treat and every hour of gametime that passes reduces the healing by 1 point per die rolled [minimum 1 point per die]

Most of the time my players hole up somewhere to lick their wounds, sometimes they prioritize their time. Sometimes someone took more damage than the medic healed and the choice becomes whether to spend character resources [I don't have an abundance of magical items in my games] on healing or to do without.

As another point, a full night's sleep heals about twice as much as the treatment of a Medic the same level [averages about 1/2 a character's max hit points]


Fast healing 1 as ancestry feat for dhampirs would be awesome:)


Frankly Fast Healing 1 out of Combat is a fine General Feat for anyone willing to make the investment.

Maybe make it a Skill Feat linked to Athletics [the health and vigor of a person] and it increases according to Athletic Proficiency [1, 2, 4 and 8 perhaps.]

Definitely becomes constant by Legendary


While I've been down on the Wand of CLW, I'm not opposed to reasonable fast healing out of combat. Ideally it should still be some sort of limited resource, similar to Starfinder's use of Resolve points, 4e's healing surges, or 5e's Hit Dice.


Demon Lord of Paladins! wrote:
This to me is why HP's will never be injury. Have you tried 5e's lingering wound option?

Have you tried Pathfinders Unchained Wound Levels?

http://paizo.com/pathfinderRPG/prd/unchained/gameplay/woundLevels.html


Full Bleed wrote:
Demon Lord of Paladins! wrote:
This to me is why HP's will never be injury. Have you tried 5e's lingering wound option?

Have you tried Pathfinders Unchained Wound Levels?

http://paizo.com/pathfinderRPG/prd/unchained/gameplay/woundLevels.html

I have not as I left PF before that book came out. Its neat if you're gonna act like they are meat points, but I like the other way and sy you are not wounded until you hit 0


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Lincoln Cross wrote:
BryonD wrote:

Deal breaker

The beauty of HP has always* been that it isn't locked into being "meat" or to being abstract.

PCs can recover quickly, but also get beat up and, lacking magic, take a few days to recover. And the DM is free to narrate damage and recovery based on what makes sense.

If a fighter alone in the wilderness gets beat up by an ogre, but lives, then he shouldn't be back at 100% a few hours later or the next morning. You add a narrative device like healing potions or spells then cool. But it should never be mechanically impossible to put a character out of commission for some period of time.

* - some obvious exceptions but we won't go there

You call it beauty I call it lazy game design.

Noted. They have been around since 1E and it will take a lot more than "I call it lazy game design" to overcome the great games experiences of the past decades. And my experiences have aligned with a lot of extremely popular games over that long time. So you just might be confusing your personal opinion with truth.

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