I'm A Banana
Potassium-Rich
It was never a "mortal wound". Because you would never die from that wound, no matter what. The next wound taken would be a possible mortal wound if it does 2 or more damage. Also, typically, people take some kind of ill effect from mortal wounds, even before they die or fall unconscious.
2 HP means you are vulnerable to being killed/KO'd by any further damage. It could just mean that you've lost focus, and your guard is way down. It doesn't, and has never meant, a "mortal wound".
You can justify it and excuse it all you want, it still doesn't make it a fun gameplay element for me. The idea of being almost dead one minute and then not actually almost dead in another 10 minutes is Not Fun Times For Me.
dkyle said:It seems like the problem with Healing Surges is only that they're new. They don't really do anything that HP doesn't already do. HP is completely nonsensical and very abstract, but it's been around forever, so it's just accepted as a matter of course.
Riiiiight, because I'm deliberately lying about my preferences due to my remarkable and heart-seizing fear of change, not telling the truth about what I like because it's actually what I like. My well known and paralyzing fear of change stops me from changing jobs, changing cities, changing my mind, changing babies, changing my underpants, and making change for people at cash registers. Also, entropy terrifies me and the idea of personal growth drives me insane. Yep, fear of change. Not my actual preferences. Guess you called it.
Let's not try to perform Internet Psychic Psychology here, dude.
They don't do anything HP don't already do? Okay then, we don't need them. HP does the job nicely.
dkyle said:That eliminates a lot of gameplay and strategic/tactical decisions. Healing Surges are basically just extra HP, yes, but they take effort to "unlock" in combat, and you still have a max HP, so you can't just spend them all out-of-combat.
Those decisions are entirely worthless to my gameplay preferences. I don't want people to have to "unlock" all their resources. I want them to be able to spend all their resources that they have, if that's what they want. I like the feel of a slowly eroding pool of abilities more than the feel of having locked-away secret stashes of life and health that I can't call on unless some jerk in chainamil wants to scream at me (but only twice per every 5 minutes!).
No thanks.
Again, I do like the concept of a "surge value," and it deserves to stay. And "healing surges" can be implemented in other ways to maintain the feel that I like. So I'm not saying "OMG SURGES NO I AM OUT ICK ALL OF MY WORST FEARS CONFIRMED!" I am saying, "Hmm...a little suspicious of this, but let's see how it plays out."