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I don't get the dislike of healing surges
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<blockquote data-quote="JamesonCourage" data-source="post: 5697766" data-attributes="member: 6668292"><p>As someone who constantly tinkers with game design, this makes sense.</p><p></p><p></p><p>Yep. This makes sense to me, and would be desirable.</p><p></p><p></p><p>That would be a feature, not a bug, to me and my players. I do know that mileage will vary.</p><p></p><p></p><p>I didn't suggest that. I said being on fire. Two different things. Dodging a fire spell? The "other" pool applies. Been lit on fire? It doesn't. You didn't dodge, fate didn't intervene, you didn't get lucky.</p><p></p><p></p><p>I don't think that's an issue here.</p><p></p><p></p><p>I wonder if it's what I was proposing. Based on this post, it's not.</p><p></p><p></p><p>Okay. That's mildly interesting. It's not something I would do for my game.</p><p></p><p></p><p>Makes sense. Then again, like I said, I'm okay with different feels for different genres. I like gritty in my fantasy. I like narrative play in my Mutants and Masterminds. I don't want gritty in M&M, or narrative play in my fantasy games.</p><p></p><p></p><p>Right. Makes sense.</p><p></p><p></p><p>Not what it's about if most effects are hard to implement. Yes, they're more effective and can be taken advantage of, <em>circumstances permitting</em>. Pushing someone into lava or off of a cliff is a lot more lethal. That's a good thing in my eyes, even for different playstyles.</p><p></p><p>To simulationist players, this means that if you push a guy into lava, it doesn't matter if he's really skilled at deflecting attacks, he's going to start burning, and fast. This makes sense to them.</p><p></p><p>To narrative players, if the GM let them stumble across this circumstance, it's meant to be used. These players tend to be more willing to accept the GM using his control over the narrative to implement interesting settings and circumstances, so this is controlled in these groups by avoiding lava, cliffs, etc. Easy enough.</p><p></p><p>It mainly has upsides, in my view. You don't make bypassing the "other" pool easy. You make it make sense, and balance it. I think it's doable, as I feel I've done so for my game. But that's me. I understand you don't like it. That's fine. I don't agree with your reasoning. But, in my mind, it's much easier to implement a core optional rule that combines both HP pools into one than it is to separate both. But, as always, play what you like <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5697766, member: 6668292"] As someone who constantly tinkers with game design, this makes sense. Yep. This makes sense to me, and would be desirable. That would be a feature, not a bug, to me and my players. I do know that mileage will vary. I didn't suggest that. I said being on fire. Two different things. Dodging a fire spell? The "other" pool applies. Been lit on fire? It doesn't. You didn't dodge, fate didn't intervene, you didn't get lucky. I don't think that's an issue here. I wonder if it's what I was proposing. Based on this post, it's not. Okay. That's mildly interesting. It's not something I would do for my game. Makes sense. Then again, like I said, I'm okay with different feels for different genres. I like gritty in my fantasy. I like narrative play in my Mutants and Masterminds. I don't want gritty in M&M, or narrative play in my fantasy games. Right. Makes sense. Not what it's about if most effects are hard to implement. Yes, they're more effective and can be taken advantage of, [I]circumstances permitting[/I]. Pushing someone into lava or off of a cliff is a lot more lethal. That's a good thing in my eyes, even for different playstyles. To simulationist players, this means that if you push a guy into lava, it doesn't matter if he's really skilled at deflecting attacks, he's going to start burning, and fast. This makes sense to them. To narrative players, if the GM let them stumble across this circumstance, it's meant to be used. These players tend to be more willing to accept the GM using his control over the narrative to implement interesting settings and circumstances, so this is controlled in these groups by avoiding lava, cliffs, etc. Easy enough. It mainly has upsides, in my view. You don't make bypassing the "other" pool easy. You make it make sense, and balance it. I think it's doable, as I feel I've done so for my game. But that's me. I understand you don't like it. That's fine. I don't agree with your reasoning. But, in my mind, it's much easier to implement a core optional rule that combines both HP pools into one than it is to separate both. But, as always, play what you like :) [/QUOTE]
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I don't get the dislike of healing surges
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