I gather you don't know what this term means and simply decided "I know you are..." was a good reply.You're the one cherry picking.
So you don't see any difference in that scene and scenes that happen over and over? Because that one very specific scene gets called out all the time as a true classic.The scene above is a cool one, but it's one of many. Cinematic heroes pick themselves up and get back into fights they look like they've all but lost constantly. It's almost a cliche. And D&D's hp-and-healing system has always required characters get beat down and healed up to 'feel like they've been in a fight.'
I gather you don't know what this term means and simply decided "I know you are..." was a good reply.
It's a particularly dramatic example. It is far from the only example.rence in that scene and scenes that happen over and over? Because that one very specific scene gets called out all the time as a true classic.
Not really, because the hp system is utterly dependent on healing to get everyone through each fight, often even minor fights. In older versions of the game, that healing was exclusively magical and external. Your hero couldn't fight through his wounds without the Cleric's Cure...Wounds every other round. Not very heroic. Now, he can.I AGREE that heroes fight through wounds all the time and that is a cliche. And HP in EVERY edition of D&D cover that just great.
Are you saying healing wasn't vital in prior eds? Or that 4e didn't give each character some self-healing ability?This isn't even REMOTELY correct.All 4e did was remove the need for the Cleric to be the cut-man in the corner, every, single, time.
I don't know what you're talking about. Surges were a fundamental change, but hardly a 'vast' one. PCs still get through combats with healing. There are just more sources of it, and the ultimate limit on healing is in each character, not in the Cleric's spells/day. Not a vast change, but a vast improvement if judged by any measure other than nostalgia.But that vast and fundamental changes that surges impose upon the play experience have been thoroughly discussed in numerous threads. Deciding those issues don't exist by fiat of your own blanket declaration is less than compelling as an argument.
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It came to an end when a number of posters pointed out that surge expenditure and surge recovery may sometimes correspond to literal healing, other times to pushing on heroically (depending on table style, details of narration, etc). BryonD - who doesn't play a game with surges - seems to be the only one insisting that surge recovery must correspond to literal healing, as opposed to recovering one's mojo and pushing on even though still injured.
When I run exploration-ish scenarios, I still try to use the encounters to introduce or reinforce deeper plot points. (Ie they're not just exploration.)
And to be fair, I have fewer problems with mundane healing when it involves a skill, alchemical potions, healing kits etc and only heals SOME damage.
If the warlord had a heal skill that allowed to heal some amount of HPs via poultices, combat medicine, alchemical stuff, etc, I'd be ok with that.
I have a problem with a guy being peptalked from about to drop to full hit points.
Partial healing, sure, I'm willing to buy into that.
Why can we just have warlords provide temporary hit points and have that function as morale based defense.
Hobgoblins show up.
Warlord (or Bard) says "It's time to kick some butt!"
The warlord's (or bard's) allies get 20 temporary hit points because they are all hyped up and in butt-whooping mode.
Repeat until the warlord runs out of cool things to say.