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I don't get the dislike of healing surges

Disease, condition - whatever - its a mechanic. Want more realism? Don't call it a disease; just call it a consequence of getting hit by a big sword and have the save happen all the time (or if damage above a certain amount is taken, or whatever - set the condition to what you like).

Personaly, I don't like it to be the default condition as I don't usually like things that grim and gritty - doesn't mean it's not easy to do.
My problem with that is the Oberoni fallacy:
Oberoni Fallacy said:
Oberoni Fallacy (noun): The fallacy that the existence of a rule stating that, ‘the rules can be changed,’ can be used to excuse design flaws in the actual rules. Etymology, D&D message boards, a fallacy first formalized by member Oberoni.
Yeah, it can be done. I dislike that it has to be a house rule.

Well, you also seem to be operating under the impression that D&D is a system that's generic enough to emulate various different genres, and therefore facilitate a number of narrative paths, to use your terminology, that in fact D&D is not designed to do.
Yeah, D&D definitely is generic enough to emulate various genres. Not all, mind you. Not even all modern fantasy genres. However, whether or not you think that's true, my want is for the game to embrace different genre tropes. That's not speaking to the abstract/narrative/simulation style of the game, either.

D&D isn't generic, it emulates a specific type of fantasy. Arguably, different editions of D&D are better at emulating different sub-genres and their related "narrative paths" than others. But healing surges are an important part of genre emulation that is key to the whole design principle of 4e. To me, it seems that complaining about healing surges here is a bit of a red herring; healing surges are simply one symptom of a greater issue--you want to play a different kind of fantasy than (4e) D&D fantasy. Naturally, it's making you feel artificially constrained and hampered in your efforts. In all fairness, though, that should be expected.
I'm not saying, "I'm surprised 4e does this." I'm saying, "I dislike that 4e does this." I'm saying, "I don't like that it does this, because it doesn't fit my preference or desire out of the game." To that end, getting back, "but you shouldn't be surprised" doesn't really change anything for me. I'm not surprised. I'm disappointed.

As always, play what you like :)
 

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JC, if you don't mind, could you please post these 8-10 examples in the Narrative Challenge thread to actually provide concrete examples of what you are talking about? At least then I could possibly start to see how this is a large narrative space instead of the narrative puddle it looks like since everyone insists on speaking in broad generalities without any actual examples.

Hussar examples have been provided. You don't have to agree but this is one of the big complaints people have about 4e. And people have reasons for making this complaint. My issue with HS is it makes it harder to describe hit point loss as physical wounds. As I said I might describe 20 points of damage as a deep gash. I've always tracked HP as physical damage, and every campaign I've played in has done so as well. What I dislike is the HS basically nulifies my descriptions. Are there ways around tge problem? Sure every system has wiggle room in that respect. I just don't find the solutions to HS satisfactoru.
 

JC, if you don't mind, could you please post these 8-10 examples in the Narrative Challenge thread to actually provide concrete examples of what you are talking about?
No. You keep asking for description, and that's not what I was addressing in this thread, nor is it what I've tried to express in another thread. When I posted a narrative of slow health and how it caused the party to retreat, find a town, and heal up, I "failed" you challenge. My point is that getting wounded and taking a long time to heal will produce a different story (narrative). When I presented it, you said I failed.

So, no, I don't feel like spending the time writing up another 8-10 examples when you've unreasonably objected my point before. Sorry.

At least then I could possibly start to see how this is a large narrative space instead of the narrative puddle it looks like since everyone insists on speaking in broad generalities without any actual examples.
Yeah, this isn't the open mind I'm trying to express things to. You've got your view. My reasonable statements haven't convinced you. Fine, that's your decision, and that's cool. But don't expect me to express the same thoughts for the umpteenth time (or more examples after you've rejected one already). As always, play what you like :)
 

My problem with that is the Oberoni fallacy:

Yeah, it can be done. I dislike that it has to be a house rule.

It's not really a house rule though - it's the broader application of an existing rule. That might sound like a nitpick, but I don't think it is really. The rule exists and exists to be used with the existing mechanic - how often you use it should be campaign and taste specific.
 

It's not really a house rule though - it's the broader application of an existing rule. That might sound like a nitpick, but I don't think it is really. The rule exists and exists to be used with the existing mechanic - how often you use it should be campaign and taste specific.

Sorry, Mort. Using the existing rules of the game in varying ways to suit your specific needs and tastes is an option only available with other systems. We're not allowed to do it with 4e.
 

It's not really a house rule though - it's the broader application of an existing rule. That might sound like a nitpick, but I don't think it is really. The rule exists and exists to be used with the existing mechanic - how often you use it should be campaign and taste specific.
Oh, with diseases you're completely correct (I was commenting on mimicking the system, bu not using diseases). I think changing the track so that it's a "wound" track but not a disease is my problem. That's a house rule. Yeah, you can disease people and use it, and that's fine. I'm totally down for that. A disease-heavy campaign might even be really cool.

I'd like it to be reflected by wounds, not just diseases, but diseases alone aren't a terrible workaround, and you're right, it's not a house rule to use it. I'd like for natural healing to fill this role, but I'm not married to it. I just want the narrative path available for long term recovery. As always, though, play what you like :)
 

Hitpoints don't represent physical damage. But when you are half your hitpoints, you're "bloodied".
In my games, I narrate the hit that produces bloody-ing as causing some sort of physical damage - a cut, a burn or (if it is psychic damage, which is fairly common in my game) bleeding from the ears in classic X-Men style! I personally haven't found this to be a problem.

What would be trickier would be if the bloody-ing was the result of inflicting hit point damage by way of sheer demoralisation (eg as in the final encounter of the Winter King module in the Monster Vault). I'm sure I'd find a way to handle it, though - after all, there's always the possibility that blood starts welling from an earlier blow that appeared at the time to have been a mere touch or graze.

I find it difficult to narrate a serious wound if there is a significant chance that it can be practically "ignored" within the time it takes to have an extended rest (less than 24 hours and assuming no magical healing).
I can agree with this, but personally don't feel that the 3E healing times make a significant difference here - especially because the ignoring of the wound can begin right away (ie lost hit points don't impede performance) and the only way that the ignored wound impedes performance is the rather abstract one that later blows have a better chance of being killing blows.

Obviously in this discussion I'm closer to [MENTION=22779]Hussar[/MENTION] - I'm a little curious about the narrative space in which exist wounds that (i) don't really impede performance at all, but (ii) in some sense (which is a bit obscure, given that they don't impede performance) take days or weeks to recover from, and which (iii) would strain verisimilitude or genre to be recovered from in the same obscure sense within several hours instead.

I'm not denying that the narrative space exists, but I'm not sure what its occupants are. What is particularly unclear to me is (ii) above: ie, what does "recovery" mean in AD&D or 3E, when at any time the "wounded" person can get out of bed and perform unimpeded. (I know that dropping below 0 hp in AD&D is an exception to this, but as Pentius stipulated upthread I'm interested here in wounds that don't cause unconsciousness.) Until I have a clearer handle on that, I don't have a handle on why (iii) narrows the narrative space for those who are OK with (ii).

I know people upthread have mentioned concussion, brusising etc, but either those things impede performance - in which case hit point loss in AD&D or 3E cannot be those things, any more than hit point and surge loss in 4e can be those things - or those things do not impede performance, in which case they can be narrated or not independently of the healing mechanics: I can describe my guy as being at full hp but covered in bruises, or at low hp but physically hale (all that I've used up is my luck!) or any other mixture that takes my fancy. Just as the scuffing and polishing of boots and armour is treated purely as a matter of free roleplaying, so can the scuffing and polishing of bodies!

Looked at in this way, with full regard being given to the non-impedence point, in any edition it seems that what is being "recovered" when hit points heal is luck or fate or verve or heroic capacity, and I don't see why several days is OK for that but several hours not.

This doesn't address my problem with PCs getting up every day with wounds they can always completely brush off without external healing.
Like I've said earlier in this post, in 3E I can completely brush off those wounds too - the only effect they have is they make it harder for me to ignore wounds in the future (ie because my hp reserve is lower) - which means that rather than actual impeding wounds they are more like a loss of heroic verve. And I don't feel any particular loss of verisimilitude in verve returning over hours rather than days.

For others, it is just one of a long line of "gamist" issues with 4e that makes houseruling all of them difficult. Far easier to stick to a previous edition and highlight surges as one of the main issues I suppose.
My thinking is this: suppose I liked the way 4e combat plays, but for reasons of pacing or verisimilitude or whatever found the extended rest mechanics a bit over the top, I could trivially houserule the recovery times with no other adverse effects on the system. Whereas suppose I found the role of healing surges in 4e's combat dynamics irritating, then I would probably have to find another game, as they are pretty central. At which point the fact that the extended rest mechanics irritated me too might be icing on the cake of my decision, but hardly a determinative or even a significant factor.

Or you could get rid of the healing surge since that is what is causing issues for people.
But at this point you're bascially committed to rebuilding and rebalancing the game - the healing surge mechanic is pretty inherent to the balance between classes, the balance of the action economy, the design of many powers, and the dynamics of combat.

The easier path - but one which narrows the story space quite a bit - would be to ban the warlord class, to abolish the Second Wind action, and to have each of the PCs bear a magical tatoo with a 1x/enc standard action healing power as a Second Wind substitute. (The dwarves, being masters of tatooing magic, would of course have tatoos that permit this healing as a minor action!)

But if you can't handle non-magical surges, and you don't want to do something like the above, then I think you have to seriously think about dropping 4e, given the work involved in stripping out the surge mechanics.

That's kind of boxing in character options a little if they are all so "heroic". Variety, spice, life and all that.
you're losing a lot of potential narrative paths by that always happening.
D&D isn't generic, it emulates a specific type of fantasy. Arguably, different editions of D&D are better at emulating different sub-genres and their related "narrative paths" than others.

<snip>

complaining about healing surges here is a bit of a red herring; healing surges are simply one symptom of a greater issue--you want to play a different kind of fantasy than (4e) D&D fantasy. Naturally, it's making you feel artificially constrained and hampered in your efforts. In all fairness, though, that should be expected.
Here I agree with Hobo. And I made a similar point to JamesonCourage upthread. If I want semi-gritty fantasy, 4e won't deliver it. But if I want gonzo heroic fantasy, 3E won't deliver it without a cleric or bard (because of its natural healing times). Each supports certain "narrative paths" but undercuts others.

I have played a lot of Rolemaster, which is a game where recovering from wounds takes significant ingame time, typically even after magical healing has been received. I personally don't think this works all that well for Rolemaster, which in many other respects is closer to D&D in its gonzo-ish orientation - so the gritty recovery can get in the way of "save the world" scenarios. Burning Wheel is also a game which builds extensive recovery times into the system, and does so I think in a more integrated way than Rolemaster.

But what both RM and BW have in common is that wounds actually play like wounds - they impede performance - and so when a recovering character hops out of bed because heroism demands it, the burden of the wound is still felt. Given that in any edition of D&D this is not the case - performance is unimpeded - I think that D&D copes fine with wounds, and recovery from them, being simply a matter of free narration.
 

My issue with HS is it makes it harder to describe hit point loss as physical wounds. As I said I might describe 20 points of damage as a deep gash. I've always tracked HP as physical damage, and every campaign I've played in has done so as well. What I dislike is the HS basically nulifies my descriptions.
Again, this is where I'm puzzled. Why not just say it's a deep gash?

When the healing surge is expended, the gash doesn't go away. The extent to which it impedes the character's performance (ie not at all) doesn't change. All that the expenditure of the healing surge does is change the likelihood that any future blow will be a (near-)fatal one. Which is all about restoring luck and heroic verve, not about clotting wounds.

It's true that this means the existence of the gash has no immediate mechanical significance (just like the scuffing of my armour in combat has no immediate mechanical significance). Or cousre, it might have indirect mechanical significance - for example, if the gash has been narrated, and then the PC jumps into a drain without mentioning any cleaning or dressing of the wound, the GM might require a save to avoid filth fever (just like, if the PCs have a big fight and then go into a skill challenge with the duke without mentioning any cleaning or polishing of themselves and their gear, the GM might impose penalties to diplomacy checks).

But the lost hit points in 3E have no direct mechanical significance either. They don't impede the character's performance. All they do is make it more likely that a future blow will be (near-)fatal. Which means they represent only a loss of luck/verve, not a physical impedence.

How quickly should heroic verve recover? I don't know - that looks to me like a pacing issue, and different tables and different games might want to answer it differently. But I can't see how it has anything to do with the narration of the inflicting of, and the recovery from, wounds.
 

Oh, with diseases you're completely correct (I was commenting on mimicking the system, bu not using diseases). I think changing the track so that it's a "wound" track but not a disease is my problem. That's a house rule.
It's a house rule in the same sense that applying a class to a goblin in 3E is a houseruled monster.

One of the creatures in the Nentir Vale Monster Vault inflicts a curse that uses the disease track (but because it is a curse, uses Arcana (mabye?) rather than Endurance, and can't be helped with the Heal skill or Cure Disease).

There's a sense in which that's a mechanical innovation, but only in the same sense that the first 3E module to include a class-levelled goblin was exhibiting a mechanical innovation. It's a mechanical innovation, or "house rule", that the rules themselves virtually beg to be implemented.
 
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