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Healing Surges, Hit Dice, Martial Healing, and Overnight recovery: Which ones do you like?
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<blockquote data-quote="Neonchameleon" data-source="post: 6288596" data-attributes="member: 87792"><p>Then you've not being paying attention to either [MENTION=42582]pemerton[/MENTION], myself, or some of the others round here. </p><p></p><p>Healing surges are a big part of the reason that 4e is literally the only version of D&D that I can consider for remotely generic High Fantasy rather than specific D&D Settings. (The other reason is that Vancian Casting is such a specific thing that it ties down the magic system in the way AEDU doesn't - and most non-D&D worlds don't use D&D magic)</p><p></p><p>First they liberate you from needing the Godbotherers. In editions of D&D before 4e you needed a cleric. A cleric provided your endurance. A cleric provided your ability to recover from mistakes. A party without clerics (or a bandolier of healing potions) was at the mercy of a couple of bad rolls putting someone on low hit points. You need a cleric and the game plays very differently without one. With healing surges everyone can recover their immediate short term ability to take a hit. It's a vastly improved gamist experience.</p><p></p><p>Second, they prevent things getting <em>too</em> ridiculous. You can't just empty two wands of Cure Light Wounds (or an entire Cleric-Day) into the same person and have them keep going. With healing surges, how tough someone is actually matters for their endurance - and for the amount of healing they receive (although that's more a bug in the Cure Wounds spells). Again, healing surges provide a vastly better gamist experience (and a better simulationist one).</p><p></p><p>Third, healing surges actually resemble a lot of fiction. Watch <em>Raiders of the Lost Ark</em>. (Even if you pay no further attention to this post you've at least had an excuse to re-watch Raiders). Then watch <em>Die Hard</em>. (Again). At the end of a lot of scenes Indy or John McClane are utterly exhausted. But give them five minutes to rest, catch their breath, and to bandage wounds, and they are looking better able to deal with the next challenge (although John McClane runs out of healing surges near the end). The resting, the banadaging up? That's spending healing surges in a short rest and recovering encounter powers. Die Hard would be a much, much more boring film if rather than an AEDU-esque structure, John McClane simply was at full capacity until he dropped from losing his last hit point (which, of course, he never does). And the presence of healing surges allows you to swing to the point you are even taking people down. Therefore as well as being a vastly better gamist mechanic they lead to a much more exciting story and prove a vastly better narrativist one.</p><p></p><p>Fourthly, healing surges and AEDU are a vastly better model of reality than the binary "Enough hit points and the fighter is at full strength, able to keep attacking all day/-1 hit point - the fighter is <em>down</em>" model that pre-4e D&D used. If healing surges weren't a better model of reality than hit points (and ForeverSlayer was right in some of their claims) then a boxer would be exactly as able to take a punch at the start of a round than they had been at the end of the previous round. And there wouldn't be internal reserves to spend that would allow the boxer to get back on their feet after the count down started, which might be triggered by the roar of the crowd.</p><p></p><p>Healing surges therefore when properly understood (and the rulebooks don't help much - hit points in 4e are closer to stun damage and surges to endurance) provide a better gamist experience, lead to more intense and exciting narratives, model fiction better, and even model reality better than hit points.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6288596, member: 87792"] Then you've not being paying attention to either [MENTION=42582]pemerton[/MENTION], myself, or some of the others round here. Healing surges are a big part of the reason that 4e is literally the only version of D&D that I can consider for remotely generic High Fantasy rather than specific D&D Settings. (The other reason is that Vancian Casting is such a specific thing that it ties down the magic system in the way AEDU doesn't - and most non-D&D worlds don't use D&D magic) First they liberate you from needing the Godbotherers. In editions of D&D before 4e you needed a cleric. A cleric provided your endurance. A cleric provided your ability to recover from mistakes. A party without clerics (or a bandolier of healing potions) was at the mercy of a couple of bad rolls putting someone on low hit points. You need a cleric and the game plays very differently without one. With healing surges everyone can recover their immediate short term ability to take a hit. It's a vastly improved gamist experience. Second, they prevent things getting [I]too[/I] ridiculous. You can't just empty two wands of Cure Light Wounds (or an entire Cleric-Day) into the same person and have them keep going. With healing surges, how tough someone is actually matters for their endurance - and for the amount of healing they receive (although that's more a bug in the Cure Wounds spells). Again, healing surges provide a vastly better gamist experience (and a better simulationist one). Third, healing surges actually resemble a lot of fiction. Watch [I]Raiders of the Lost Ark[/I]. (Even if you pay no further attention to this post you've at least had an excuse to re-watch Raiders). Then watch [I]Die Hard[/I]. (Again). At the end of a lot of scenes Indy or John McClane are utterly exhausted. But give them five minutes to rest, catch their breath, and to bandage wounds, and they are looking better able to deal with the next challenge (although John McClane runs out of healing surges near the end). The resting, the banadaging up? That's spending healing surges in a short rest and recovering encounter powers. Die Hard would be a much, much more boring film if rather than an AEDU-esque structure, John McClane simply was at full capacity until he dropped from losing his last hit point (which, of course, he never does). And the presence of healing surges allows you to swing to the point you are even taking people down. Therefore as well as being a vastly better gamist mechanic they lead to a much more exciting story and prove a vastly better narrativist one. Fourthly, healing surges and AEDU are a vastly better model of reality than the binary "Enough hit points and the fighter is at full strength, able to keep attacking all day/-1 hit point - the fighter is [I]down[/I]" model that pre-4e D&D used. If healing surges weren't a better model of reality than hit points (and ForeverSlayer was right in some of their claims) then a boxer would be exactly as able to take a punch at the start of a round than they had been at the end of the previous round. And there wouldn't be internal reserves to spend that would allow the boxer to get back on their feet after the count down started, which might be triggered by the roar of the crowd. Healing surges therefore when properly understood (and the rulebooks don't help much - hit points in 4e are closer to stun damage and surges to endurance) provide a better gamist experience, lead to more intense and exciting narratives, model fiction better, and even model reality better than hit points. [/QUOTE]
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Healing Surges, Hit Dice, Martial Healing, and Overnight recovery: Which ones do you like?
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