I disagree with 4E.
4E mainly used healing surges as its adventuring day resource. Battles were assumed that every PC used their at-wills and encounter powers and some using dailies. The power of dailies are muted until high levels when each PC can use multiple Dailies.
The issue with 5e is that the LR class features are very impactful. So it is very tempting to dump them on problems and rest if the opportunity appears or is hinted.
One fix would be to have a beefier start an a duller curve for health and power. However that's not what the community originally wanted.
"Original D&D is the only true game. All the other editions are just poor imitations of the real thing."
- diaglo
My point was 4e was a Healing Surge Attrition game not a HP Attrition game.4E you will never run out of healing surges with 1 encounter.
Its essentially blow your daily then both encounter powers then hack away with at walks until you win. Hell you probably wont even use healing surges.
My point was 4e was a Healing Surge Attrition game not a HP Attrition game.
Every 2 encounters you got an action point and an magic item recharge. So You could do on "forever" offensively but you quit when your HS get low.
Draw Steel copies this style as you get Victories as you lose Recoveries.
5e went back to HP Attrition and inflated it to heck.
I think Healing Surges are a genius bit of design as they allow for rapid post-battle recovery of hit points, although with a limit, while still limiting the hp available in any given encounter providing for at least potential sense of danger.Erm its same thing. Both you regain everything overnight, healing surges essentially double or triple your hp, and 4E has more HP early removing that whoops you died risk 5E retained at lvl 1 maybe 2.
I think Healing Surges are a genius bit of design as they allow for rapid post-battle recovery of hit points, although with a limit, while still limiting the hp available in any given encounter providing for at least potential sense of danger.
One of the things I'm a little wary of in Draw Steel is that it might be too easy to access your recoveries in combat (the Catch Breath maneuver, essentially a bonus action, to heal 1/3 of your Stamina). But from the actual plays I've seen on the YouTubes, it seems that it's fairly common for a fight to toss out enough damage at the PCs that they'll need it.
Depends on what you mean by bloat. They don't, as a concept, contribute to the hp you have available within one encounter (except with Second Wind which for most people is an action to use). There's nothing that says you couldn't include healing surges in 3e except the work you'd need to rework all healing magic (and figure out what to do about different levels of healing spells). And they also make healing proportional in a very nice way – having an action spent on healing actually giving a decent result is nice.You might lije it but you can't deny it contributes to modern HP bloat though xan you?
It basically doubles or tripkes your HP recovery and 25% minor action+1d6 outstrip most healing spells in pre 4E games.
If you have the cure light wounds spell in the game and the Craft Wand feat, you will have wands of cure light wounds. And I think those probably make attrition even more difficult than healing surges do, because wands have no limit other than money, and the exchange rate of gp per hp is amazing.Wands of cure light wounds aren't hard coded in (and were also terrible).