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I don't get the dislike of healing surges
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<blockquote data-quote="JamesonCourage" data-source="post: 5699213" data-attributes="member: 6668292"><p>Well, just to be clear, the context I used my example in was for dropping someone into the negatives; that is, their wounds are now bad enough that they cannot act, are unconscious, and are bleeding out. I'm sure you were just using my example as a jumping off point, but I thought I'd clarify so my example doesn't get taken the wrong way.</p><p></p><p>On a different note, you spelled my user name incorrectly (James, instead of Jameson), though you got my real name correct. I'm okay with that. 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><p></p><p></p><p>If a game mechanic ignores internal consistency to such a point that it is bucking against the coherent story of the game, it's a problem for me (yes, hit points as presented in 3.X, my edition of choice, were also a problem for me, which is why I changed them in my game). Hand waving stuff is fine for some groups. However, I've seen PCs undergo personality shifts after being dropped into the negatives, both when running a game and when playing in a game. It was a life altering event (though to different degrees), because the life of the PCs nearly ended. This can be achieved within the 4e rule set, though if the game bucks the system to the point that it makes it harder to judge, it really hurts the story. It hurts immersion. And internal logic, immersion, and story trump game mechanics for me (this is not limited to just combat, or just 4e, this applies to rules in other areas and other editions).</p><p></p><p>This doesn't mean I want things to be super realistic, nor does it mean I want a free form storytelling system. No, I want defined, clear rules that facilitate internal logic, immersion, and story. Healing surges, while a nice mechanic, hurt that for me with the current HP pool. Criticizing it for that failure is not an invalid or unjustified shot, especially when asked on a public forum for my thoughts on it. Giving constructive feedback on what I don't like about it, and how it could be better implemented, is not only directly answering the original post, it's potentially good for the game in the long run.</p><p></p><p>So, yes, it matters to me. I don't play any edition of D&D right now. I doubt 5e, even if it is being worked on, will bring me back. However, it might. Healing surges are not bad. They could be better. Voicing my objections to how they are now is not me thinking the "whole enterprise of D&D combat just so stupid, absurd, and unrealistic", nor is it because I'm "getting hung up on one particular aspect of it" and wasting time thinking about it. The question was proposed to the public, and some answered it, and fairly civilly, in my opinion. You may think it's fine, or a waste of time to talk about (or even think about). I'm perfectly okay with you thinking that. I just don't like hearing that by civilly disagreeing with a mechanic's current implementation -and then providing constructive feedback that was asked of me- that I now think D&D's combat system is stupid or absurd. I don't. Please don't imply that I do. Thank you.</p><p></p><p>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: 5699213, member: 6668292"] Well, just to be clear, the context I used my example in was for dropping someone into the negatives; that is, their wounds are now bad enough that they cannot act, are unconscious, and are bleeding out. I'm sure you were just using my example as a jumping off point, but I thought I'd clarify so my example doesn't get taken the wrong way. On a different note, you spelled my user name incorrectly (James, instead of Jameson), though you got my real name correct. I'm okay with that. As always, play what you like :) If a game mechanic ignores internal consistency to such a point that it is bucking against the coherent story of the game, it's a problem for me (yes, hit points as presented in 3.X, my edition of choice, were also a problem for me, which is why I changed them in my game). Hand waving stuff is fine for some groups. However, I've seen PCs undergo personality shifts after being dropped into the negatives, both when running a game and when playing in a game. It was a life altering event (though to different degrees), because the life of the PCs nearly ended. This can be achieved within the 4e rule set, though if the game bucks the system to the point that it makes it harder to judge, it really hurts the story. It hurts immersion. And internal logic, immersion, and story trump game mechanics for me (this is not limited to just combat, or just 4e, this applies to rules in other areas and other editions). This doesn't mean I want things to be super realistic, nor does it mean I want a free form storytelling system. No, I want defined, clear rules that facilitate internal logic, immersion, and story. Healing surges, while a nice mechanic, hurt that for me with the current HP pool. Criticizing it for that failure is not an invalid or unjustified shot, especially when asked on a public forum for my thoughts on it. Giving constructive feedback on what I don't like about it, and how it could be better implemented, is not only directly answering the original post, it's potentially good for the game in the long run. So, yes, it matters to me. I don't play any edition of D&D right now. I doubt 5e, even if it is being worked on, will bring me back. However, it might. Healing surges are not bad. They could be better. Voicing my objections to how they are now is not me thinking the "whole enterprise of D&D combat just so stupid, absurd, and unrealistic", nor is it because I'm "getting hung up on one particular aspect of it" and wasting time thinking about it. The question was proposed to the public, and some answered it, and fairly civilly, in my opinion. You may think it's fine, or a waste of time to talk about (or even think about). I'm perfectly okay with you thinking that. I just don't like hearing that by civilly disagreeing with a mechanic's current implementation -and then providing constructive feedback that was asked of me- that I now think D&D's combat system is stupid or absurd. I don't. Please don't imply that I do. Thank you. As always, play what you like :) [/QUOTE]
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I don't get the dislike of healing surges
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