First, let me compliment you on your tone. Though you disagree with what others think, you haven't blown things up at all. I think people should try to discuss things with a certain amount of tact in this thread (or on these boards in general), so I'm looking forward to being able to do so with you.
In the end, it's just a game. There's no sense getting worked up about it. I have a feeling, in the end, this is just a case of, "Let's agree to disagree." It's also why I'll refuse to respond to anyone who decides to take this out of the realm of civil discussion, and into the realm of the childish, the insulting, or anything beyond what this is...a discussion about a game.
I actually agree with you here. I even mentioned in my post that I'm willing to accept the oddities of the system, for the sake of fun. Does it throw off the narrative? Yep, sure does. But for me, it's better than the option. And I think this is where we may disagree.Second, I really don't think your conclusion about D&D and realism is correct. As another poster has pointed out, if you were fighting a human enemy in D&D, and the GM described your blow as lopping his head off, but also described him as continuing to attack you, you wouldn't assume that the enemy was a normal human. You'd think, "well, something's up" and probably be momentarily surprised, and maybe intrigued. This is because, realistically, a human dies when his head is lopped off.
Again, I do agree with you here. Simulationist games are rarely fun for most people. Extremely "gamist" games usually start off pretty fun, but it tapers off quickly. The best would be somewhere in the middle. I would also argue that the point of having some realism, or roots in realism, or whatever you want to call it, is done, simply because those aspects make it fun, exciting, and interesting. A players character I was DMing for died a couple months ago. He told me, "Man, it's no fun dying." I asked him how much fun he'd have if there was no threat of death. He thought for a moment and said, "The game would be f'ing boring." That's a perfect example of what I'm saying here, and I think you would agree as well. But again, for me, Healing surges fix a serious (in my eyes) flaw with previous editions.I feel as if you're saying, "if you take any concept, and progress it to the natural extreme, it doesn't make for a good play experience." The problem with that, to me, is that you're taking it to the extreme for some reason. The game is heavily abstracted, yes, but with nods to realism all over the place. In fact, the abstractions are usually glossing over complicated real life actions (attack roll, etc.). No, having a perfectly realistic game isn't desirable, but neither is it the goal. No one should be worrying about a completely realistic D&D with no abstractions cropping up.
Hell, back in the mid-90's we were so sick of the whole healer bot/healer stick problem with 2e, we made a bunch of house rules to help us not have to worry so much about having a cleric in a group or at least the requirement for a cleric to memorize tons of heals. The first thing we did was use the 3e cleric spells system (before it was even published). Clerics didn't have to mem heals. The next thing we did (and I forget what we called it) was allow each character to heal half their HP every couple hours with some restrictions (I don't remember exactly how we did this, there were some limits). We ran clericless 2e games without any issues. There were times heals would have been nice, but they were far from needed. Especially the second rule, these were very gamist, but they allowed us to have more fun with the game, so we were willing to suspend disbelief to make it happen.
In other words, it's fun to imagine we're in these situations, and the closer to real life the system is, the more opportunity there is for fun. I do agree.The reason people like nods to realism (or verisimilitude, if you'd prefer that word), really, is because it lets them connect to the world. The internal logic of a fantasy world based on what we -as real life humans- rely on makes for a game that is much easier to immerse in. You're not constantly having to figure out how the world works differently from ours. Abstractions of these real life translations help speed up game play, increase fun (by adding an element of randomness), and generally giving us a way to mimic something we could theoretically experience in real life (most of the time, at least; things like spells are an exception, but probably don't take up the bulk of any session).
It's funny how much I actually do agree with you. The difference here being, I personally believe (with the exception of the obvious) that Healing Surges make things more realistic. In medieval style combat (like D&D) in reality, you either survived, or you were dead. If you took more than minor wounds, you were likely dead. The healing surge represents the idea of "licking your wounds" or "walking it off" or "rubbin' some dirt on it" or the burst of adrenaline (which are all very real "ideas") you get sometimes. When I played football in high school, I played both offense and defence. I got tired, I got bruised, scraped, cut, etc because I was on the field for 40 out of 60 minutes. Every 10 minutes or so, I'd get rotated out for about 5 minutes. That 5 minutes was enough to rest myself up and be almost at 100% again by the time I hit the field. That's the kind of thing the healing surge is meant to represent. The name they chose for it was bad because it immediately got people thinking, "Oh, characters can heal themselves now??" when that's not exactly what's going on. And I was the same way when I heard that term, and it immediately through me off. Only through playing the system, and understanding exactly what it was trying to do did I change my mind about it. To me, it was an improvement.Taking all of this into account, realism is an extremely useful tool for RPGs. It's a way to immerse. And while immersion is not a goal that everyone will share, it's definitely a common goal among a significant section of those who play RPGs. Therefore, I find it rather intelligent to pander to this crowd if you plan to sell RPGs. You obviously have a balance you want to strike between crowds, but breaking the "suspension of disbelief" is something you don't want to do for the majority of your player base if you can help it. And, since we're all using a shared imaginative space, the "suspension of disbelief" is going to vary wildly. That's why something like healing surges cause objections; people already dislike certain aspects of hit points, and now you've compounded that issue by adding a mechanic that makes for even more baffling situations to come up. You now have retroactive descriptions of wounds, for instance. It's now, "the orc 'hit' you for 11 damage, and I'll let you know how bad it is at the end of combat" instead of "the orc slams his sword into the left side of your armor, and you feel blood, and it feels pretty bad. Take 11 damage."
All told, the healing surge mechanic is just compounding already existing problems. Before, hit points gave us falling damage, injury poison, and the like, and now we have all this and retroactive descriptions. It's not that there for no problem with hit points before, it's that it's become worse.
I can understand why you feel this way. For me, the benefits of HS outweigh the drawbacks. For you, they do not. And that's perfectly fine! If you invited me to come to a Pathfinder, or 2e or 3e or whatever game, I'd be like, "Date and time? I'll be there!" I just want to play. I prefer 4e, but really, in the grand scheme of things, these are minor issues.
I think this is a very viable idea. I always thought Gary Gygax's description of what HP represent was kinda half-assed. However, I couldn't think of anything better without getting into the ridiculous, so I accepted it. If 5e is around the corner, I would be totally ok with this type of a system. For now, I'm find with healing surges.As I've mentioned previously in this thread, separating the hit point abstractions into two separate pools of abstraction is a solution with a lot of merit:
(1) You have one pool that's "turning bad wounds into less bad wounds, taking physical punishment, etc." that takes a long time to recover, and...
(2) You have a second pool that's "fatigue, ability to completely avoid damage, etc." that takes a very short amount of time to recover.
With this method, you can have certain effects reflect the description as necessary. Falling completely bypasses the "fatigue" pool, and deals damage directly to your "physical" pool. Being set on fire does the same. As does being immersed in lava. As does retroactive descriptions. And so on. So many issues with hit points over the past 35 years disappear.
That comment about not being ok with HS means not being ok with D&D was tongue-in-cheek. I tend to throw a little hyperbole around to help make a point. My point was simply there's a lot of abstracting in these types of games. D&D is, and has always been, one of the more gamist games out there. Pathfinder, being essentially an extension of 3.5e D&D falls in that category too. For me, it's not much to extend a little more suspension of disbelief to healing surges, for the sake of fun.Because, really, the problem with healing surges are somewhat unique, but they're an extension of the problem with hit points as they stand now. Your conclusion of "If you're not ok with HS because they aren't realistic, then you're not ok with D&D in general" just does not ring true to me.
Just my thoughts on it, though. Make of them what you will. As always, play what you like
And please don't get me wrong. I don't think healing surges are the end all, be all cure. I personally believe they work well at what they do. If a new system comes out that replaces them, as long as it's not a regression back to what we had before, I'll welcome it with open arms.