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General Tabletop Discussion
*Pathfinder & Starfinder
April 3rd, Rule of 3
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<blockquote data-quote="Estlor" data-source="post: 5871255" data-attributes="member: 7261"><p>I don't really understand why there's such a displeasure/disconnect with the Healing Surge as a game mechanism. Really, it serves to perfectly viable, inherently "D&D" ends.</p><p></p><p>First, just as hit points are an abstraction of your ability to absorb, dodge, shrug off, or simply withstand physical punishment, a Healing Surge is the abstraction of your ability, be it through adrenaline, inspiration, or just pure force of will to regroup and keep going through punishment. A distance runner can dig down and push through, but only so many times. Likewise, an adventurer can grit and bear it, but only so often.</p><p></p><p>Second, it exists as a form of resource management to challenge players. Just like spell slots of arrows, the party has only so many Surges in their collective pool to use throughout the day. It incentivises them to 1) Know when to rest and 2) Make sure the fighter isn't the only one getting pounded on. And, honestly, anything that promotes the cleric, rogue, or wizard to take a little punishment from time to time is A Good Thing™.</p><p></p><p>Basically, a fighter with 27 hit points and 5 healing surges is only different than a fighter with 57 hit points and no surge mechanic by the fact that 30 of their 57 hit points need a special action to become available.</p></blockquote><p></p>
[QUOTE="Estlor, post: 5871255, member: 7261"] I don't really understand why there's such a displeasure/disconnect with the Healing Surge as a game mechanism. Really, it serves to perfectly viable, inherently "D&D" ends. First, just as hit points are an abstraction of your ability to absorb, dodge, shrug off, or simply withstand physical punishment, a Healing Surge is the abstraction of your ability, be it through adrenaline, inspiration, or just pure force of will to regroup and keep going through punishment. A distance runner can dig down and push through, but only so many times. Likewise, an adventurer can grit and bear it, but only so often. Second, it exists as a form of resource management to challenge players. Just like spell slots of arrows, the party has only so many Surges in their collective pool to use throughout the day. It incentivises them to 1) Know when to rest and 2) Make sure the fighter isn't the only one getting pounded on. And, honestly, anything that promotes the cleric, rogue, or wizard to take a little punishment from time to time is A Good Thing™. Basically, a fighter with 27 hit points and 5 healing surges is only different than a fighter with 57 hit points and no surge mechanic by the fact that 30 of their 57 hit points need a special action to become available. [/QUOTE]
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April 3rd, Rule of 3
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