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*Pathfinder & Starfinder
April 3rd, Rule of 3
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<blockquote data-quote="Sunseeker" data-source="post: 5872981"><p>No, actually, we cannot. A great many of us have no interest in serious medieval reenactment with our D&D. </p><p></p><p>Until D&D develops a system to determine <em>where</em> you get hit, combined with <em>what</em> you get hit by, and the appropriate resolution mechanics for that, I have no issue with saying a "hit" does not imply you just got run through, even a crit.</p><p></p><p>Technically speaking, we'd also have to have a system for momentum, velocity and force with every weapon to determine if you <em>actually</em> got run through or if you just got knocked off your feet.</p><p></p><p>So yeah, I've no interest in turning D&D into a mathematical experiment in medieval combat simulation.</p><p></p><p></p><p></p><p>To be fair, healing surges are not <em>only</em> a product of readily available healing magic becoming mundane. Healing surges are partially a product of a desire for non-traditional party reliance. Call them "bandages" if you want, maybe even "fate points", but they all represent a similar concept: The party shouldn't <em>need</em> a healer. </p><p></p><p>Take LOTR for example(since almost every topic seems to want D&D to reenact it), no healer. Frodo is the only person to ever get seriously wounded and need a healer, and yes, while it took weeks to heal, the entire party made it from Hobbiton to Mordor with only one need for a healer(13 months if I recall?) Yet Aragorn fell off a cliff and was seriously injured, but there was no addressing his recovery, he just <strong>recovered!</strong> How did he do this? While Aragorn may know a little healing magic, magic is arguably very very very rare by the end of the Third Age, and he probably didn't do it while he was unconscious. Aragorn self-healed through the sheer power of how awesome he was. Did Gimli ever go to a healer? What about Legolas? I'd put a solid bet on Boromir using his Second Wind at some point before he died...and an Action Point too.</p><p></p><p>I know, a lot of people prefer "gritty" fantasy where people just <em>die</em>...a lot. But Healing Surges are not entirely a creation of readily available healing magic, they are a direct representation of Heroic Fantasy. Sure, this is a point a lot of people make about 4e and I'm not about to disagree with them, 4e most definitely captures Heroic Fantasy moreso than any previous edition. Perhaps this ties in to the abundance of readily available non-human races, people want to play unique, powerful heroes.</p><p></p><p>I like healing surges in this regard, but when you have like, 54 of them, it does really water down the idea of them making you more heroic. To this end, I would like to see a massive reduction on healing surges. Perhaps only say, 4 of them, for anyone, healing for say, 10% of your health. Healing magic remains the primary source of healing, unconnected with healing surges. Characters retain Healing Surges for things like Second Wind's, Action Points, Heroic Effort, ect... All moments that will make your character more feel more awesome.</p><p></p><p></p><p></p><p>Let me put it another way: I appreciate the logic of roles, but I play WoW every day, and it can be frustrating when there aren't many tanks of healers playing. I do not want this same feeling in D&D, and that's why I support Healing Surges. You should be able to reliably adventure into the unknown without having to sit around in town spamming "LFM! Need healer for dungeon crawl!" It works from a gamist perspective, a place for everyone and everyone in their place, but it doesn't really sit well with me for how fantasy adventures should take place.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5872981"] No, actually, we cannot. A great many of us have no interest in serious medieval reenactment with our D&D. Until D&D develops a system to determine [I]where[/I] you get hit, combined with [I]what[/I] you get hit by, and the appropriate resolution mechanics for that, I have no issue with saying a "hit" does not imply you just got run through, even a crit. Technically speaking, we'd also have to have a system for momentum, velocity and force with every weapon to determine if you [I]actually[/I] got run through or if you just got knocked off your feet. So yeah, I've no interest in turning D&D into a mathematical experiment in medieval combat simulation. To be fair, healing surges are not [I]only[/I] a product of readily available healing magic becoming mundane. Healing surges are partially a product of a desire for non-traditional party reliance. Call them "bandages" if you want, maybe even "fate points", but they all represent a similar concept: The party shouldn't [I]need[/I] a healer. Take LOTR for example(since almost every topic seems to want D&D to reenact it), no healer. Frodo is the only person to ever get seriously wounded and need a healer, and yes, while it took weeks to heal, the entire party made it from Hobbiton to Mordor with only one need for a healer(13 months if I recall?) Yet Aragorn fell off a cliff and was seriously injured, but there was no addressing his recovery, he just [B]recovered![/B] How did he do this? While Aragorn may know a little healing magic, magic is arguably very very very rare by the end of the Third Age, and he probably didn't do it while he was unconscious. Aragorn self-healed through the sheer power of how awesome he was. Did Gimli ever go to a healer? What about Legolas? I'd put a solid bet on Boromir using his Second Wind at some point before he died...and an Action Point too. I know, a lot of people prefer "gritty" fantasy where people just [I]die[/I]...a lot. But Healing Surges are not entirely a creation of readily available healing magic, they are a direct representation of Heroic Fantasy. Sure, this is a point a lot of people make about 4e and I'm not about to disagree with them, 4e most definitely captures Heroic Fantasy moreso than any previous edition. Perhaps this ties in to the abundance of readily available non-human races, people want to play unique, powerful heroes. I like healing surges in this regard, but when you have like, 54 of them, it does really water down the idea of them making you more heroic. To this end, I would like to see a massive reduction on healing surges. Perhaps only say, 4 of them, for anyone, healing for say, 10% of your health. Healing magic remains the primary source of healing, unconnected with healing surges. Characters retain Healing Surges for things like Second Wind's, Action Points, Heroic Effort, ect... All moments that will make your character more feel more awesome. Let me put it another way: I appreciate the logic of roles, but I play WoW every day, and it can be frustrating when there aren't many tanks of healers playing. I do not want this same feeling in D&D, and that's why I support Healing Surges. You should be able to reliably adventure into the unknown without having to sit around in town spamming "LFM! Need healer for dungeon crawl!" It works from a gamist perspective, a place for everyone and everyone in their place, but it doesn't really sit well with me for how fantasy adventures should take place. [/QUOTE]
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