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I don't get the dislike of healing surges
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<blockquote data-quote="Gaerek" data-source="post: 5697115" data-attributes="member: 73666"><p>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.</p><p> </p><p></p><p> </p><p>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.</p><p> </p><p>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.</p><p> </p><p>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.</p><p> </p><p></p><p> </p><p>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.</p><p> </p><p>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.</p></blockquote><p></p>
[QUOTE="Gaerek, post: 5697115, member: 73666"] 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. 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. 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. [/QUOTE]
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I don't get the dislike of healing surges
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