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I don't get the dislike of healing surges

"Cheat Codes". To think I once responded as though we could have any real conversation on an issue regarding the game. I hang my head, now, in remembrance of the fool I have been.
Please don't act high and mighty as if I'm not living up the your standard of conduct and degrade my post like that. I put the words in quote for a reason. It's an observation and if you take the time to consider why I may have said that, you might be less annoyed by it. I'm sure cheat code isn't the best way to describe it (which is why I quoted it), but it's a valid comparison:

My fighter heals up "magically" all the time. I have to come up with all kinds of explanations for why this happens, and all of it is contradicting. So then I have to think abstractly over & over to convince myself everything is ok with this ability.

It's pretty much the same thing is if I said, "I want my video game fighter to heal up "magically" but not refer to it as being magical. How can I do that? I'll just type in this Nintendo code after each fight and heal myself. I'll pretend (think abstractly) that it is not magical and it isn't really healing up physical wounds.

Dance around the issue all you want so you don't feel that way. But as often as I'm seeing people say, "think abstractly" and needing all kinds of explanations to defend the ability (which always breaks some other condition and then that needs explaining), it just bolsters my reasoning for disliking it even more. It seems the same to me as trying to justify using a cheat code in a video game.

I'm not trying to be annoying or insulting. This thread is about why we don't like Healing Surges. This is simply what I think. I'm having a real conversation here. If you need us to sugar coat everything so you don't feel insulted by what we think, then you never wanted to have a real conversation here.

Consider yourself ignored.

That's a shame. My posts are known to add 10 years to yer life and occasionally give you good luck. I've even heard tales of those that came into good fortune after reading my posts!

The better analogy for using a cheat code is rolling a new PC when you die (allowing you to continue progress in the game). In fact, you could D&D pioneered the idea of "infinite continues" :).
Very true. I'd say that is exactly like infinite continues. The difference is, I can continue with different characters with very straight forward explanations and everything makes sense. I don't have to think abstractly to get away with doing that. Healing Surges do not make sense and trying to justify their existence hurts the brain. :p
 

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This thread is about why we don't like Healing Surges. This is simply what I think. I'm having a real conversation here. If you need us to sugar coat everything so you don't feel insulted by what we think, then you never wanted to have a real conversation here.

Yup.
 

No, i play D&D mostly by RAW. But I prefer damage and wound systems from other games ( and these days I am mostly playing other games).
That seems to often be the missing piece in a lot of these long discussions about game elements that people don't like. Well, what are you playing, and does it actually affect you or not? If so, why are you using an element you don't like? That's often a more interesting discussion than all the theoretical handwaving.

It turns out there's a lot of things about D&D that I don't like. It also turns out that they rarely (if ever) come up in my actual personal gaming, so I don't care very often. High hit points is one of them, but since I dislike high levels for a lot of reasons besides just hit points, it really doesn't matter. I never run high levels games and rarely play them.

It's actually amazing how many of D&D's problems (as percieved by me) are resolved by avoiding high level. Not all of them, but at least two thirds to three fourths. The rest are what my house rules are for.
 

That's pretty much the point. That expediency comes at a cost. Some people don't like that cost. No one in the thread has expressed that HS aren't doing what the designers wanted... they are saying the effect of HS on the game is something they don't appreciate for their preferred style. I don't recall anyone objecting to HS because they weren't effective in game terms.


Oh I know. I'm just trying to figure out why players are trying to defend the surges as making sense in the narrative when they never were put in place as anything other than a way to expedite healing so that the characters can go on adventuring. It's pretty clear that's all it is and it seems a majority of people who play 4E are fine with that. And if they are fine with that, why do they need to defend them by trying to prove they work in a way designers pretty clearly never intended them to work. They never were about simulating real healing. They were about getting characters back on their feet as quickly as possible because, I guess for some, trying to figure out how to parcel out healing the next day combined with rest was not enjoyable. They wanted to get on to the encounters. And there's nothing wrong with that if that's what they like and I don't understand trying to defend surges by trying to prove they are something else entirely.
 

That is the main reason I don't like Healing Surges.

You might as well just get rid of any sort of real-world challenge and just make the game even easier and simpler by saying, "Everyone gets a Healing Burst after every single encounter. It heals you to max and now you can go to the next encounter without any worries. Have fun!"

At least you admit to what they are really for. The thing is, nobody else seems to want to admit that all Healing Surges are is a way to implement "cheat codes" so the game is easier and you have less to deal with. Then everyone wants to rationalize it with incompatible explanations about what hitpoints, bloodied, and dying represent in order to feel ok for using cheat codes. :p

Hah. Well I'm not really admitting anything 'cuz I tried 4E, it wasn't for me and Pathfinder is my game of choice partially because I do like long term consequencies for damage and the magical/natural healing implemented with 3E/Pathfinder. I was just amazed that the conversation had turned into how healing surges could represent actual healing in the narrative when that really wasn't the point of them in the first place.
 

I don't understand trying to defend surges by trying to prove they are something else entirely.

Because of the combination of:

1) simple psychology- we are gregarious critters who want to be part of groups

2) when the group splits, we try to rejoin

3) the people who don't like HS are speaking in terms that don't relate to the designers' intents

4) to try to bridge the gap, HS fans are trying to speak in those same terms.

Ultimately, in this case, its just going to be a rhetorical merry-go-round.
 


What choices are you denied, exactly? Has this been answered in the thread already?

Well, take the Schrodinger's Wound described in this thread for example: Your friend has just been hit by a troll and knocked to the ground. (Or did the troll actually miss him and he just threw himself backwards too vigorously in avoiding the blow?) Is he dying with blood pouring out everywhere? Or just lightly winded and waiting to catch his breath?

Note: This is how the pro-healing surge people have described the system.

It is impossible to make a meaningful decision regarding your friend's injuries (or lack thereof) because that information doesn't exist. Even if you specifically try to determine what that information is, it still doesn't exist. That information doesn't exist until it's retroactively created later on. It's like trying to pet Schrodinger's Cat.

DM: You enter a room.
Player: What's in it?
DM: Dunno yet.
Player: Okay. I walk across it.
DM: (rolls some dice) Turns out it had a pit in the middle of it. You fall down it.
Player: Like a hidden pit?
DM: Nope. Big ol' pit. Totally obvious, really. We just didn't know it was there until you crossed the room.

That's the same thing. Nothing wrong with it, per se. The current D&D boardgames include pretty much exactly that "discover the big, obvious trap after you've already crossed the room" mechanic. I have fun playing those.

But it is, of course, a mechanic completely dissociated from the game world and it is impossible to roleplay while using such a mechanic. (You can roleplay near it anda round it; just not while using it.)

If you want to say that it makes you unable to explain things from a realistic perspective, hey, OK, I can dig it.

For literally 600 posts you've had people repeatedly saying that realism has nothing to do with it. And yet here you are, still rolling out the obvious strawman. Why is that, exactly?
 

Yeah, right. My point exactly. My question though, is why healing surges? Surely there are other factors of the game that pigeonhole 4e into the subgenre that it is that are at least as egregious as healing surges, if not more, at forcing the game into a specific subgenre? Healing surges are easily house-ruled to taste. The gonzo magic system, on the other hand, is much more difficult to work around if you want a grittier, more "realistic" type of fantasy.
Why healing surges? Because that's what the thread was about. It wasn't "how does 4e narratively fail you?" If it was, my list would be much longer. And, if it was, "how does 3.X narratively fail you?" I'd have a long list as well (or else I wouldn't have made my own game).

On a side note, I still don't like the "easily houes-ruled to taste" reasoning. Again, it's the Oberoni fallacy:
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.
In other words, just because you can house rule it, it doesn't mean that there isn't a problem. If you have to house rule it, the rules are a problem for you.

I do, thanks. And I don't play 4e--although not because of healing surges, which I actually think are a pretty good idea. Out of curiousity, do you play 4e?
I do not play 4e. Then again, I don't play 3.X. Or any edition of D&D. I play the RPG I created when those RPGs failed in what I wanted out of a game. They're fun games, but they're too narratively limiting for what I want. So, when someone asks "what's wrong with healing surges?", I'll answer them. And, when they follow that up with, "what would you do to fix them?", I'll answer that, too.

I think that healing surges have a place in the game and genre conceptually. I don't like the implementation. I addressed both of these questions very early on in this thread (the first few pages, I believe). I'm not trying to broaden this to other areas of where 4e or 3.X have narratively failed me, but needless to say that though my game is based on the SRD, basically nothing survived untouched (including completely ripping out the magic system and implementing completely new rules of my own).

No system will be perfect for me unless I make it (and probably not even then). However, when asked why I don't prefer something in a game I don't play, it doesn't mean I can't speak very accurately on the subject from a game theory standpoint. As always, play what you like :)

But you do recognize, right, that it opens up many other narrative paths that you otherwise would not be able to traverse? Granted, they may not be narrative paths that you personally are interested in, but them's the trade-offs that designers make; they attempt to make the game that they believe the most players will enjoy the most, and recognize that they can't literally make everyone happy.
In terms of HP always mechanically healing overnight, there is no new narratives opened up over 3.X's implementation. That is, in 3.X, HP can heal overnight (if the damage light), giving you the same narrative as what's consistently achieved in 4e.

However, yes, there are definitely new narratives that have been opened up in 4e over older editions, and I feel as if I've said that a dozen times now in these two healing surge threads (this one and the Narrative "Challenge" thread). There are certainly ways in which 4e opened up the narrative. I don't believe that's the case when it comes to naturally recovering HP in 4e.

Healing surges attempt to open up new narratives. And, I think they do. I just don't like the implementation (but I've gone into that before). Natural healing though? No, I don't think that's the case, as nobody has pointed to something yet to make me believe so. As always, play what you like :)

The so-called Schrodinger's Wound problem is, in my view, grossly exaggerated. I've posted a couple of times upthread how the narration works.

It's not a retcon if nothing is overridden. It's rendering precise what was, earlier, ambiguous.

Well, given that all you're doing is rolling death saves, the amount of choice to be made is pretty limited.
I think the problem comes when people investigate it in-game. As I mentioned a couple weeks ago to you, my players will do this in-game. If someone is injured, the guy with the Heal skill will stop in combat to assess someone's wounds before he makes a decision on continuing to fight or trying to heal them. If that happens, as far as I can tell, you have to say, "well, you don't know, it could go either way" (no matter how epicly trained they are), or you have to commit and possibly retcon. This is an impediment on the healer if he's trying to "roleplay" (that is, immerse, or achieve "actor stance", or whatever you want to call it).

You can end up changing the rules to be, "stabilizing someone is now changed to 'if you assess someone, and you succeed on the check, then you find that they're stabilized.'" That's a house rule (which I dislike as a "fix" in an established rule set; I love house rules, I just want a system that addresses most of my wants out of the gate, naturally), and it also might not fit with player wants. "I was looking to see if anyone was alive, but I was going to ask the party if I should stabilize them or not. We may just want to mercy kill them, and we haven't discussed it yet." If this is the case, you can ask your player beforehand, "do you want him to be stabilized if you succeed in assessing him?", but this brings the game out of a state of deep immersion (you might call it actor stance), which is a problem for some people (even if you quite enjoy it).

I think there can certainly be something to the Schrodinger's Wound problem, I just think it depends on the group. Which was the point, really. "Why don't you like healing surges?" "Schrodinger's Wound." "That's not too much of a problem." "It is for us." "We like it." "We don't." And etc.

As always, play what you like :)

What choices are you denied, exactly? Has this been answered in the thread already?
It's been touched on, but not really in-depth. It's about the investigation in-game, I think. Like the healer in my above example who inspects the wound (but doesn't try to treat it). He can't get a reliable in-game answer other than "it might be bad", even if he's Epic and unmatched in the Heal skill. At least, that's one way in which I think it's denying you a choice.

If you knew the wound was serious and potentially lethal, you can make the choice to stop in-game and affect that creature somehow (say, asking the party if you should stablize that creature). For example, the PC that's checking creatures might even be going around saying, "I assess the bodies of the enemies, looking for any survivors." In such a case, the PC certainly isn't rushing up to the first fallen body bandaging his wound. No, he's calmly checking to see if someone is alive or not. Then, he'll make a decision with the party on whether or not they should just coup de grace them, or try to revive them and take them as a prisoner/let them go/etc. However, that's a hard decision to make when you get back "you don't know, it might be bad" (no matter how skilled you are) or an answer that may not be true ("yes, it's bad" followed by stabilization and healing overnight; "no, it's not bad" followed by 3 failed saves and a dead NPC).

That's my take on it. I don't see how this isn't a legitimate Schrodinger's Wound problem that does take in-game choices away from the character while keeping a state of immersion. As I said, you can work around it, but you're basically forced out of "actor stance" to do so. Not a problem to some people, but it is a problem to others. Just depends on taste. Which, of course, leads us back to play what you like :)
 
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I think there can certainly be something to the Schrodinger's Wound problem, I just think it depends on the group. Which was the point, really. "Why don't you like healing surges?" "Schrodinger's Wound." "That's not too much of a problem." "It is for us." "We like it." "We don't." And etc.

I love painted ponies and the sound of calliope music.
 

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