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<blockquote data-quote="Crazy Jerome" data-source="post: 5891579" data-attributes="member: 54877"><p>Well, "surges" are at least two different mechanical purposes combined into one, and I could make an argument that they are three different purposes. That noted and tabled for the rest of this post ...</p><p> </p><p>I'd <strong>think</strong> I'd like to see a mixture of self-healing and other healing made on deliberately different parameters, and serving different purposes. For example, have some self-healing that is vaguely surge-like, works every day, and can get maybe 40% to 60% of your hit points back (that is, can restore hit points up to that point, not over it). Then set up the game so that running along at around 50% hit points is really tough, but possible (i.e. can survive a tough fight or two while in that state). The idea here is that you've got a limited ability to bounce back, that is not dependent on outside help.</p><p> </p><p>Then on top of that, you have other healing options that are limited according to their own in-game or character logic, not the recipients (i.e. not surge-like at all). You can drink as many healing potions as you can find, buy, carry, etc. You can get healing from the cleric as long as she has some left. You can rest a week and top off after your surges run out.</p><p> </p><p>So what that does, your self-healing doesn't do anything for you until you are already around half capacity. Then if you run out of other options, and need to keep going, you can, at this reduced capacity. Plus, if you are repeatedly getting beat up, day after day, you aren't popping potions or CLW charges like candy. Your heroic resilience is carrying some of the load. </p><p> </p><p>Furthermore, that means that a "low magic" game is built on the assumption that people spend most of their time in this reduced capacity. You rest up, start fresh, and after a few scraps, you are down about half. Then you can keep going that way until you tangle with too much in one day--or are afraid you might not survive it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>Edit: The place for a warlord or temporary hit points or the like under such a system might be to extend the range of self-healing a bit--not to max, but say closer to 75% to 80%.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5891579, member: 54877"] Well, "surges" are at least two different mechanical purposes combined into one, and I could make an argument that they are three different purposes. That noted and tabled for the rest of this post ... I'd [B]think[/B] I'd like to see a mixture of self-healing and other healing made on deliberately different parameters, and serving different purposes. For example, have some self-healing that is vaguely surge-like, works every day, and can get maybe 40% to 60% of your hit points back (that is, can restore hit points up to that point, not over it). Then set up the game so that running along at around 50% hit points is really tough, but possible (i.e. can survive a tough fight or two while in that state). The idea here is that you've got a limited ability to bounce back, that is not dependent on outside help. Then on top of that, you have other healing options that are limited according to their own in-game or character logic, not the recipients (i.e. not surge-like at all). You can drink as many healing potions as you can find, buy, carry, etc. You can get healing from the cleric as long as she has some left. You can rest a week and top off after your surges run out. So what that does, your self-healing doesn't do anything for you until you are already around half capacity. Then if you run out of other options, and need to keep going, you can, at this reduced capacity. Plus, if you are repeatedly getting beat up, day after day, you aren't popping potions or CLW charges like candy. Your heroic resilience is carrying some of the load. Furthermore, that means that a "low magic" game is built on the assumption that people spend most of their time in this reduced capacity. You rest up, start fresh, and after a few scraps, you are down about half. Then you can keep going that way until you tangle with too much in one day--or are afraid you might not survive it. :D Edit: The place for a warlord or temporary hit points or the like under such a system might be to extend the range of self-healing a bit--not to max, but say closer to 75% to 80%. [/QUOTE]
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