BryonD said:
Pre-4E the fighter would still need days of rest or else he would need to find an actual source of healing. He would need SOME narrative element of healing. With surges he springs back to completely unwounded from anything.
Excuse me if it's come up before but what exactly is stopping surges from being that hypothetical narrative element of healing? I really don't see the difference between a healing potion, cleric or surge except that the former two have specific and constraint narrative descriptions whilst the latter does not.
I suppose the essence of this, is that it all comes down to magic. Being a fantasy world, we can accept that magic can do anything including instantly healing people from the most horrific, jaw-droppingly descriptive injuries. It is perhaps that magic can do such extreme things that makes it feel so special in-game (although I will concede that the 37th zapping of a magical healing wand has most probably lost it's magical lustre long ago). However and even still, while having lost its narrative impact, it still remains an important cog in providing a broad spectrum of possible damage descriptions for the DM.
Without magic though, the freedom of the DM to access the full spectrum of damage descriptions begins to dry up. Because 4e has hyper-boosted the probability that any PC can regularly get up from unconsciousness without any assistance let alone mundane assistance, and can be within "full capacity" within 6 hours, the DMs access to that spectrum becomes centralized around non-serious wounds; with the denying of anything more serious than could be completely bounced back from in a potential 6 hours.
I don't think there is anything wrong with surges as a valid resource currency (and thus why my activity on the other thread has been only a couple of comments). What I don't like though are the rules that have been used around surges to artificially expedite the adventuring process. If someone is unconscious, then I don't think they should be making any miraculous recoveries within a round; I think the 4e unconscious condition begins to tread on the 4e stunned condition in this regard. I think it is also worth noting that being unconscious in 3e is more severe than it is in 4e (you’re helpless, you take a –5 penalty to all defenses, you can’t take actions, you fall prone, if possible and you can’t flank an enemy.) I suppose unconsciousness in 4e is really just a glorified "stunned" condition until you fail three death saves or go into bloodied-negatives. However it is this polar granularity that makes it difficult to describe anything in the middle of death and flesh wound and thus the big hole in the narrative spectrum that a number of (but not all) posters notice.
While 3e is far from perfect, particularly in regards to healing, it theoretically allows and mechanically supports a greater variety of serious wounding while from a practical perspective, due to the ready access of magical healing, the sky is usually the limit in regards to how ridiculous you can make your damage descriptions and not have them contradicted by the resulting narrative.
Essentially, surges for all their infinite freedom and possibilities have to thus satisfy a greater number of conditions for narrative consistency where as divine class or divine item healing because of its magical nature gets the autopass and does not disrupt the resulting narrative.
4e is
easily house-ruled though in this specific regard.
If for example you said that only "magical" healing could allow a surge to be spent when a character was in the negatives, then that would satisfy that issue.
If you said that surges are only returned at a certain rate rather than completely with an extended rest, then you fix most likely the biggest issue some people have with the usually expeditious restoration of surges.
If you used the disease track as an injury track so that an injured character had to act injured (think ability score damage in 3e), then I think you have a very flexible tool to describe and mechanically support exactly the narrative you want (and this tool would be a significant improvement over what 3.x typically offers).
With this being so easy, why then is this still a problem for many people when looking at 4e as a play option? Because the people who would look to do this, would also look to houserule minions, certain narratively inconsistent powers, conditions that don't relate well with the mechanics representing them and dozens of other places where the fluency (and they would say hyper-fluency) of the game has taken precedence over what they believe the mechanics of the game should be representing. There's just too much "bashing" of the rules into their style. The black box mentality to rules design (which I think is at the heart of most of these issues) works for some but certainly not for others.
Best Regards
Herremann the Wise
PS: Hello from a fellow Sydney-ite by the way.
