ZeshinX
Adventurer
Detested Healing Surges, though not it's basic concept...at least the basic concept I interpreted in that it was a way to depict a heroic resurgence in general stamina, endurance and, to quote the John Wick films, sheer bleeping will (much like one sees in most action movies where the protagonist takes a beating but digs deep down and manages to get back on their feet and keep going....sometimes done well, others not so much).
Healing Surges kinda/sorta rob that moment of taking a beating by immediately having a battery of healing to draw on. Some enjoy that, which is cool, others don't, which is also cool. Myself I fall into the latter, since I find healing surges remove a sense of mortality/danger in the moment more than they offer that heroic pool of willpower...and have a tendency to create a 'one-person army' mentality (only in part, 4e still promotes a party/team dynamic in lots of other ways).
I find 5e fits nicely with how I view the abstract of HP. It still offers a way to draw on that heroic resolve in the spending of HD during short rests, but leaves intact the possibility of getting whalloped, so mortality is ever-present. It's not perfect of course, since sometimes it's pretty durn nice to have the "cinematic" option DURING a fight to find that heroic spirit (which the Fighter's Second Wind does in a flavourful way), but it fit's my take on it.
It was one way to remove the view of and reliance on the Cleric being the group's first aid kit, I just found it to be a significant over-correction. Plus I'm a bit more old school in how I view healing overall....plenty of healing options are good, but mortality should always be sitting on your shoulder. I also find no quick and easy way to heal promotes creative strategies by players during combat or other dangerous situations.
Just the way I view things and how I like it. Not wrong, not right...just my (and my groups') preference.
Healing Surges kinda/sorta rob that moment of taking a beating by immediately having a battery of healing to draw on. Some enjoy that, which is cool, others don't, which is also cool. Myself I fall into the latter, since I find healing surges remove a sense of mortality/danger in the moment more than they offer that heroic pool of willpower...and have a tendency to create a 'one-person army' mentality (only in part, 4e still promotes a party/team dynamic in lots of other ways).
I find 5e fits nicely with how I view the abstract of HP. It still offers a way to draw on that heroic resolve in the spending of HD during short rests, but leaves intact the possibility of getting whalloped, so mortality is ever-present. It's not perfect of course, since sometimes it's pretty durn nice to have the "cinematic" option DURING a fight to find that heroic spirit (which the Fighter's Second Wind does in a flavourful way), but it fit's my take on it.
It was one way to remove the view of and reliance on the Cleric being the group's first aid kit, I just found it to be a significant over-correction. Plus I'm a bit more old school in how I view healing overall....plenty of healing options are good, but mortality should always be sitting on your shoulder. I also find no quick and easy way to heal promotes creative strategies by players during combat or other dangerous situations.
Just the way I view things and how I like it. Not wrong, not right...just my (and my groups') preference.