Healing surges are the Heisenberg Uncertainty Principle of character health once a character takes damage. The narrative can only be presented in hindsight once the outcome has been determined.
The PC doesn't blow healing surge? His wounds are life-threatening and he is seriously courting death every round. That last blow drew a mortal wound...
The PC blows a surge? 'Tis only a flesh wound! There was never any REAL damage! The last blow barely scraped the hero...
A game with them reminds me of the movie the Last Action Hero -- if the hero is alive, it's only a flesh wound.
HP has always been an abstract concept. I'm certain you realize this. As such, HS's fall under this as well. Keep in mind, in almost every circumstance, players must do something (drink a potion, get a heal from a cleric, use a power, use an item, etc) to use a healing surge. The one exception, of course is the Second Wind. With the exception of the second wind, the healing surge provides the narrative as it happens, not in hindsight. And my players try to use Second Wind as little as possible because it uses a Standard in most cases. YMMV. HS are used as a mechanic to determine essentially how long a player can last in a day. Most uses of healing surges in combat are NOT second winds. Previously, this had been determined by how many spell slots a cleric had, or how many charges the Wand of Cure Light had left. This being the case, I'll take the new system over the old ANY day of the week, even if I have to suspend a little more disbelief.
Healing surges display glaring inconsistency at zero hit points. When your hit points go below zero, which happens a lot in 4E, you're unconscious and bleeding out. You'll die if someone doesn't rush in to stabilize you, the way Gaerek is talking about in his real-world example above. Okay. That's all well and good. But once you're stabilized and combat ends, you spend a few healing surges and you're back on your feet like nothing happened. WTF? You were mortally wounded five minutes ago. This is what makes healing surges feel "video-gamey" to people.
But it somehow makes sense that (in ALL editions of the game) that because I'm 10th level and you're first level, I can take several direct hits in battle, but you can only take one? That doesn't seem video gamey? (Let's excuse the fact that practically every video game we play today has it's roots in D&D). Hmm.
Before you jump in with the HP are an abstract, I know, I agree. The entire system is an abstract. It was designed to reduce the reliance of a dedicated healing cleric, and Wands of Cure Light. Like I said above, I'll take the new system over clerics and wands any day of the week.
And, I used my example, not because I believe that D&D is somehow realistic, but because one of the big arguments I've come across (not from you, of course) is that HS are not realistic. But realism is a terrible argument with D&D, since it's not designed to be realistic. HP are not realistic. Gaining levels and somehow, immediately knowing new things is not realistic. HS are not realistic. AC is not realistic. Magic Missle is not realistic. All realism arguments in D&D are immediately thrown out, in my book.
(Also, the name is stupid. They're obviously not healing you, so why are they called "healing surges?")
I agree, the name is dumb. I wish they were called something else. I honestly believe most of the dislike of the system is a result of the name not being representative of what they really are.
As a matter of fact, I bet if they were called Endurance Points, or something like that (that had nothing at all to do with healing) there would be FAR fewer people who had a problem with the mechanic.
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