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4e design in 5.5e ?
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<blockquote data-quote="Aldarc" data-source="post: 8413061" data-attributes="member: 5142"><p>Monte Cook's Cypher System essentially has short rests (i.e., Recovery Roll), but the amount of time required for each Short Rest gets longer each successive time until finally a Long Rest is required. I wonder if something like this would work for D&D 5e. It would mean that Short Rest based classes/subclasses could get them more regularly but there would be more of attrition after subsequent encounters. </p><p></p><p></p><p>That is the odd thing about it though: healing surges are far more diagetic (i.e., "associated") as a conceptual mechanic and more simulationist of various fantasy fiction than simply spending HD to heal between combat or the whole taking no sides on the fluff of HP as abstract vs. meat that we find in 5e. I agree that Healing Surges were poorly named for what amounted to a character's Vital Reserves.</p><p></p><p></p><p>Yeah, healing surges were part of the resource attrition game for player characters, and I don't think knowing or not knowing their healing surges is any more disassociated than a character knowing their HP totals. In some respects, it's mainly something in-fiction that the character can feel but is represented more concretely to the player in terms that they can understand. </p><p></p><p></p><p>The problem here is that this proposition assumes that these people aren't just playing D&D differently from how WotC assumes, but also playing D&D the same way as each other; however, even reading through discussion on 5e alone makes it abundantly clear that this is not the case. I'm skeptical that WotC could design "the game that people want to play" in the manner that is being suggested here. So "the game that people want to play" seems to exist in the same rhetorical space as "the State of Nature" does for political philosophers of the Enlightenment: i.e., the fictive place to load-up and guise one's assumptions, biases, and agendas while giving it the airs of empirical objectivity.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8413061, member: 5142"] Monte Cook's Cypher System essentially has short rests (i.e., Recovery Roll), but the amount of time required for each Short Rest gets longer each successive time until finally a Long Rest is required. I wonder if something like this would work for D&D 5e. It would mean that Short Rest based classes/subclasses could get them more regularly but there would be more of attrition after subsequent encounters. That is the odd thing about it though: healing surges are far more diagetic (i.e., "associated") as a conceptual mechanic and more simulationist of various fantasy fiction than simply spending HD to heal between combat or the whole taking no sides on the fluff of HP as abstract vs. meat that we find in 5e. I agree that Healing Surges were poorly named for what amounted to a character's Vital Reserves. Yeah, healing surges were part of the resource attrition game for player characters, and I don't think knowing or not knowing their healing surges is any more disassociated than a character knowing their HP totals. In some respects, it's mainly something in-fiction that the character can feel but is represented more concretely to the player in terms that they can understand. The problem here is that this proposition assumes that these people aren't just playing D&D differently from how WotC assumes, but also playing D&D the same way as each other; however, even reading through discussion on 5e alone makes it abundantly clear that this is not the case. I'm skeptical that WotC could design "the game that people want to play" in the manner that is being suggested here. So "the game that people want to play" seems to exist in the same rhetorical space as "the State of Nature" does for political philosophers of the Enlightenment: i.e., the fictive place to load-up and guise one's assumptions, biases, and agendas while giving it the airs of empirical objectivity. [/QUOTE]
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