I'm A Banana
Potassium-Rich
All About Self-Healing
Discussed a little here over in the thread about warlords.
For me, self-healing is a good thing. I want everyone to be able to perform some sort of base-level self-recharge, at least a few times a day. Patching wounds, rubbing ointments, whatever, some ability to heal yourself is good. It prevents anyone from HAVING to play the healer, and that means more flexible character options.
Surges need to get kicked in the teeth, however. They are the main cause of the HP (and warlord healing) debates in 4e, I believe. Because they are blatantly an artificial kludge, they create situations where the blow that reduces you to 0 hp might actually be fatal if you're in the middle of combat, no matter how many surges you have left, but the moment initiative stops, it's suddenly not fatal and not really all that bad, in fact, because you're up fighting again in 5 minutes.
I wouldn't mind a middle ground mechanic. I like Second Wind, and think that maybe more uses of it would be a fine way to patch that. Something like: "Second Wind recovers 1/4 of your maximum HP. A character can use Second Wind four times per day as their action on their turn. Your class/race/theme/amajigg may give you additional uses of the ability."
Or perhaps make it a more powerful one-time-per-day effect, or something.
I don't think the problem is really self-healing. Self-healing good! I think it is the fact that surges force you to metagame your description of things happening in the world by virtue of being a resource that you have, but you can't always access. Surges not so good!
Discussed a little here over in the thread about warlords.
For me, self-healing is a good thing. I want everyone to be able to perform some sort of base-level self-recharge, at least a few times a day. Patching wounds, rubbing ointments, whatever, some ability to heal yourself is good. It prevents anyone from HAVING to play the healer, and that means more flexible character options.
Surges need to get kicked in the teeth, however. They are the main cause of the HP (and warlord healing) debates in 4e, I believe. Because they are blatantly an artificial kludge, they create situations where the blow that reduces you to 0 hp might actually be fatal if you're in the middle of combat, no matter how many surges you have left, but the moment initiative stops, it's suddenly not fatal and not really all that bad, in fact, because you're up fighting again in 5 minutes.
I wouldn't mind a middle ground mechanic. I like Second Wind, and think that maybe more uses of it would be a fine way to patch that. Something like: "Second Wind recovers 1/4 of your maximum HP. A character can use Second Wind four times per day as their action on their turn. Your class/race/theme/amajigg may give you additional uses of the ability."
Or perhaps make it a more powerful one-time-per-day effect, or something.
I don't think the problem is really self-healing. Self-healing good! I think it is the fact that surges force you to metagame your description of things happening in the world by virtue of being a resource that you have, but you can't always access. Surges not so good!