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13th Age Discussion: A Love Letter to The Best Parts of D&D
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<blockquote data-quote="Isaac Chalk" data-source="post: 5945679" data-attributes="member: 96952"><p>On healing surges: they're called 'recoveries,' which is a much better term and a testament to how much a good name matters. ('Healing surge' is not a good name.)</p><p></p><p>Everyone gets eight recoveries, at least. They work broadly the way surges do in 4E, opening up healing in some ways but limiting it in others. (Healing that doesn't expend a recovery is rare, so you can only take so much punishment in a day.) Taking a recovery as a standard action works broadly like second wind, representing you taking the time to staunch the bleeding or get your head on straight (possibly literally.)</p><p></p><p>I was never bothered by healing surges (or recoveries, or whatever they're being called.) D&D and its derivatives are games where an experienced character can chug a vial of scorpion venom and fall 50 feet off a wall after having been shot a dozen times with crossbow bolts, and then stand up and walk away. The notion that, sure, you can endure all that, but patching yourself up quickly in a fight, why, that's just plain <strong>silly?</strong> I was never convinced by it.</p><p></p><p>That said, there is an aside by the designers that boils down to "we like this rule, but if you don't, feel free to drop it. Just make sure your players have access to some extra magical healing." If someone held a gun to my head and demanded I come up with such a rule, I'd give everyone a self-replenishing healing potion vial that works essentially the same way as recoveries - works a limited number of times a day, takes some time to drink it, might not always work. (Then I'd tell everyone where I was and to send the police since oh God oh God there's someone with a gun to my head.)</p></blockquote><p></p>
[QUOTE="Isaac Chalk, post: 5945679, member: 96952"] On healing surges: they're called 'recoveries,' which is a much better term and a testament to how much a good name matters. ('Healing surge' is not a good name.) Everyone gets eight recoveries, at least. They work broadly the way surges do in 4E, opening up healing in some ways but limiting it in others. (Healing that doesn't expend a recovery is rare, so you can only take so much punishment in a day.) Taking a recovery as a standard action works broadly like second wind, representing you taking the time to staunch the bleeding or get your head on straight (possibly literally.) I was never bothered by healing surges (or recoveries, or whatever they're being called.) D&D and its derivatives are games where an experienced character can chug a vial of scorpion venom and fall 50 feet off a wall after having been shot a dozen times with crossbow bolts, and then stand up and walk away. The notion that, sure, you can endure all that, but patching yourself up quickly in a fight, why, that's just plain [b]silly?[/b] I was never convinced by it. That said, there is an aside by the designers that boils down to "we like this rule, but if you don't, feel free to drop it. Just make sure your players have access to some extra magical healing." If someone held a gun to my head and demanded I come up with such a rule, I'd give everyone a self-replenishing healing potion vial that works essentially the same way as recoveries - works a limited number of times a day, takes some time to drink it, might not always work. (Then I'd tell everyone where I was and to send the police since oh God oh God there's someone with a gun to my head.) [/QUOTE]
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