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General Tabletop Discussion
*Pathfinder & Starfinder
April 3rd, Rule of 3
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<blockquote data-quote="dkyle" data-source="post: 5871406" data-attributes="member: 70707"><p>Well, I can't argue over it working for you, but I still don't see how "2 hp" could logically mean, in any edition of DnD, what it means to you. Given how HP works, interpreting any value other than zero as "mortally wounded" seems strange to me.</p><p></p><p>It also strikes me as strange to ascribe a certain meaning to a number, and then seek out games that justify that meaning. Does this mean you wouldn't want to play a game where having starting 2 HP is possible?</p><p></p><p></p><p></p><p>Healing surges are a limitation of the target, not the healer. It's a way for the Defender to have gobs of HP (over the course of the day), but still have "oh no" moments throughout. Meanwhile the Strikers and Controllers can afford a few "oh no"s, but if the party is lax in their tactics throughout the day, they're liable to run out prematurely.</p><p></p><p>In the particular example you gave that I initially responded to (just giving those surges worth of healing as a bunch more HP instead), you lose the need for healers to enable surge use, and the tactical decisions they produce in combat. You also lose the "is it worth spending a surge to top off" strategic decisions after combat.</p><p></p><p>I understand that you don't like those elements, for you own reasons, but I like those sorts of tactical and strategic decisions.</p></blockquote><p></p>
[QUOTE="dkyle, post: 5871406, member: 70707"] Well, I can't argue over it working for you, but I still don't see how "2 hp" could logically mean, in any edition of DnD, what it means to you. Given how HP works, interpreting any value other than zero as "mortally wounded" seems strange to me. It also strikes me as strange to ascribe a certain meaning to a number, and then seek out games that justify that meaning. Does this mean you wouldn't want to play a game where having starting 2 HP is possible? Healing surges are a limitation of the target, not the healer. It's a way for the Defender to have gobs of HP (over the course of the day), but still have "oh no" moments throughout. Meanwhile the Strikers and Controllers can afford a few "oh no"s, but if the party is lax in their tactics throughout the day, they're liable to run out prematurely. In the particular example you gave that I initially responded to (just giving those surges worth of healing as a bunch more HP instead), you lose the need for healers to enable surge use, and the tactical decisions they produce in combat. You also lose the "is it worth spending a surge to top off" strategic decisions after combat. I understand that you don't like those elements, for you own reasons, but I like those sorts of tactical and strategic decisions. [/QUOTE]
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April 3rd, Rule of 3
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