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I don't get the dislike of healing surges
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<blockquote data-quote="Darwinism" data-source="post: 5699186" data-attributes="member: 6669722"><p>It's pretty obvious that HP are part abstract, part concrete. Always have been, always will be, because that's just how D&D's system works. Unless, in my favorite example, you like to imagine that the 3d10 ballista bolt, doing say 18 damage, a level 1 character is instantly killed by will only mildly inconvenience a level 10 character with the exact same 18 points of damage.</p><p></p><p>For that reason healing surges make a lot more sense because they scale with the player; you don't have the really inexcusably silly position of a level 1 character being brought back from -9, the brink of death, to full hitpoints by a spell that says, right there, that it only cures <em>moderate</em> wounds. Nor the equally silly position of higher level characters getting not even a fifth of their HP back from a spell that says it cures <em>critical</em> wounds. And those spell names and such are presented as actual in-character labels.</p><p></p><p>And bleeds make perfect sense, assuming you view HP as a mixture of abstract and concrete; bleeding takes them away, the same as just barely parrying that Balor's gigantic sword does. Unless, of course, you'd rather imagine D&D as being two people squaring off and just slapping the crap out of each other with weapons that do real damage that somehow doesn't incapacitate them until they lose an abstract number of hitpoints.</p></blockquote><p></p>
[QUOTE="Darwinism, post: 5699186, member: 6669722"] It's pretty obvious that HP are part abstract, part concrete. Always have been, always will be, because that's just how D&D's system works. Unless, in my favorite example, you like to imagine that the 3d10 ballista bolt, doing say 18 damage, a level 1 character is instantly killed by will only mildly inconvenience a level 10 character with the exact same 18 points of damage. For that reason healing surges make a lot more sense because they scale with the player; you don't have the really inexcusably silly position of a level 1 character being brought back from -9, the brink of death, to full hitpoints by a spell that says, right there, that it only cures [i]moderate[/i] wounds. Nor the equally silly position of higher level characters getting not even a fifth of their HP back from a spell that says it cures [i]critical[/i] wounds. And those spell names and such are presented as actual in-character labels. And bleeds make perfect sense, assuming you view HP as a mixture of abstract and concrete; bleeding takes them away, the same as just barely parrying that Balor's gigantic sword does. Unless, of course, you'd rather imagine D&D as being two people squaring off and just slapping the crap out of each other with weapons that do real damage that somehow doesn't incapacitate them until they lose an abstract number of hitpoints. [/QUOTE]
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I don't get the dislike of healing surges
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