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4e Healing was the best D&D healing
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<blockquote data-quote="Marandahir" data-source="post: 8034354" data-attributes="member: 6803643"><p>I agree that Healing Surges are really nice, and I like it when all characters have access to them.</p><p>But for me, HP has never been Meat-Points, it's been #of times I can shrug off a "successful" attack against my HP Defense.</p><p></p><p>Success ≠ injury; otherwise we'd all be Monty Python Black Knights bleeding all over the place and threatening to bite the legs off our enemies.</p><p></p><p>Such a traumatic injury would be something that can happen at 0 HP (or if an attack reduces me to 0 HP from whereever). HP represents my morale and inner strength to keep pushing through exhaustion & pain. These are blows that hit my armor, and the armor wasn't able to glance off all the pain of the impact. I'm slowing down a bit, or I would be without the inspiration from the battle-drummer, or from my C.O. telling me to get over it, or from the shepherd of my faith telling me that my god is with me. In each of those cases, they used Healing Word (or some variation of it) on me, allowing me to access my healing surges and push through the pain to find another level of fortitude to keep going.</p><p></p><p>That said, I feel strongly that HP has some silly overlap with my 4 Defences in 4e - Armor Class, Fortitude, Reflex, and Will(power). I'd actually prefer a system that got rid of HP entirely and leaned solely on those defences, or one where each defence has its own HP of sorts. 4e was working in the right direction, both here and with minions.</p><p></p><p>5e threw out a lot of these HP-related questions in favor of bounded accuracy and unbounded HP & dmg die potential to determine the survivability of characters. A minion in 5e is a lower-leveled creature who essentially would be taken out in a single blow, rather than a high level enemy with higher defences but only 1 HP. PCs no longer have healing surges (except Fighters). Healing is more explicitely magical when it's not coming from a healer's kit, and most of it happens outside of the combat stage. This is okay for a less-combat focused game, but it does make having an Artificer, Bard, Cleric, Druid, Paladin, Ranger, Divine Soul Sorcerer, or Celestial Pact Warlock more essential to the party. You can't get buy without a healer character. It's a more party-focused game, in that sense.</p></blockquote><p></p>
[QUOTE="Marandahir, post: 8034354, member: 6803643"] I agree that Healing Surges are really nice, and I like it when all characters have access to them. But for me, HP has never been Meat-Points, it's been #of times I can shrug off a "successful" attack against my HP Defense. Success ≠ injury; otherwise we'd all be Monty Python Black Knights bleeding all over the place and threatening to bite the legs off our enemies. Such a traumatic injury would be something that can happen at 0 HP (or if an attack reduces me to 0 HP from whereever). HP represents my morale and inner strength to keep pushing through exhaustion & pain. These are blows that hit my armor, and the armor wasn't able to glance off all the pain of the impact. I'm slowing down a bit, or I would be without the inspiration from the battle-drummer, or from my C.O. telling me to get over it, or from the shepherd of my faith telling me that my god is with me. In each of those cases, they used Healing Word (or some variation of it) on me, allowing me to access my healing surges and push through the pain to find another level of fortitude to keep going. That said, I feel strongly that HP has some silly overlap with my 4 Defences in 4e - Armor Class, Fortitude, Reflex, and Will(power). I'd actually prefer a system that got rid of HP entirely and leaned solely on those defences, or one where each defence has its own HP of sorts. 4e was working in the right direction, both here and with minions. 5e threw out a lot of these HP-related questions in favor of bounded accuracy and unbounded HP & dmg die potential to determine the survivability of characters. A minion in 5e is a lower-leveled creature who essentially would be taken out in a single blow, rather than a high level enemy with higher defences but only 1 HP. PCs no longer have healing surges (except Fighters). Healing is more explicitely magical when it's not coming from a healer's kit, and most of it happens outside of the combat stage. This is okay for a less-combat focused game, but it does make having an Artificer, Bard, Cleric, Druid, Paladin, Ranger, Divine Soul Sorcerer, or Celestial Pact Warlock more essential to the party. You can't get buy without a healer character. It's a more party-focused game, in that sense. [/QUOTE]
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