MoonSong
Rules-lawyering drama queen but not a munchkin
No, see, that's specifically what I asked you not to do. You're trying to appease 2E and 4E gamers by telling 2E gamers to get with the program and just like surge mechanics already. That's not the right answer.
Still, I'll answer it anyway. I don't like the surge mechanic. I don't like the idea that my magical healing is limited by my own personal ability to be magically healed. If a cleric heals me, why should one of my resources be used up? I don't like it mechanically.
I don't like it from a fluff standpoint. I don't think there should be some sort of inherent limitation in the number of times I can be magically healed in one day that is tied to me personally.
I happen to like the 2E healing mechanics pretty much as written. I even like the 3E one rules (minus the bag of holding full of healsticks, which is an abuse of the system, imho) as written.
In summary, I don't like the fluff, but I could get over that if I cared for the mechanics, which I don't. I also don't like the inflated HP counts of 4E (and to a large extent 3E/PF) that necessitate larger attack/damage values and continue in a cycle.
Now, as to the point of the HP, I did address that specifically. You lower the base HP to pre-4E levels (probably closer to 2E levels would be nice), and those the surge values would also drop. The corresponding decreases would also dovetail nicely with the stated and implied goals of the lowered attack and damage value curves that the designers have discussed.
My major problem with surges is they make dedicated healers moot, actually let me rephrase that: it makes imposible to create dedicated healers that focus on support. I know Healing surges are seen as a good thing by groups that don't want to rely on a healer. But they are very unpalatable to some of us and in my particular case they don't mesh with my playstyle.
You don't need to attack every round to enjoy a combat!, support roles can be fun to play and rewarding too!.
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