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4e Healing was the best D&D healing
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<blockquote data-quote="Neonchameleon" data-source="post: 8035949" data-attributes="member: 87792"><p>D&D has always had the hit point model of a computer fighting game - everyone is at 100% effectiveness as this arbitrary bar depletes until someone loses them all and goes down. Some D&D games are effectively Mortal Combat XI levels of brutal with X-ray shots of bones breaking from special moves - and then the fight continuing with a broken sternum not doing anything to slow the target. That this doesn't work in 4e is not 4e's problem.</p><p></p><p>4e at least justified that by moving the whole thing to a Hollywood Physics grounding complete with catching your breath being effective recovery (second wind) and boxing style pacing where you could spend surges between rounds.</p><p></p><p></p><p></p><p>There's a ritual that was introduced in one of the earliest books to share them around (the casting cost includes one healing surge). And no the wizard didn't have to tank even without it because the fighters could never stop everything. Personally I found this degraded the game because it meant that you needed less planning and the fighter just did it all - but if that's what you were missing it was there.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8035949, member: 87792"] D&D has always had the hit point model of a computer fighting game - everyone is at 100% effectiveness as this arbitrary bar depletes until someone loses them all and goes down. Some D&D games are effectively Mortal Combat XI levels of brutal with X-ray shots of bones breaking from special moves - and then the fight continuing with a broken sternum not doing anything to slow the target. That this doesn't work in 4e is not 4e's problem. 4e at least justified that by moving the whole thing to a Hollywood Physics grounding complete with catching your breath being effective recovery (second wind) and boxing style pacing where you could spend surges between rounds. There's a ritual that was introduced in one of the earliest books to share them around (the casting cost includes one healing surge). And no the wizard didn't have to tank even without it because the fighters could never stop everything. Personally I found this degraded the game because it meant that you needed less planning and the fighter just did it all - but if that's what you were missing it was there. [/QUOTE]
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4e Healing was the best D&D healing
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