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<blockquote data-quote="Ahnehnois" data-source="post: 5891772" data-attributes="member: 17106"><p>Spells being usable on an arbitrary, use-per-time basis is a somewhat dated D&D-ism, but not that bad. Anything else being used that way, especially something nonmagical, is just bad game design.</p><p></p><p>Healing (in its RL meaning) is of course something that a person fundamentally does for themself, although sometimes with medical help. However, it is also something that takes a long time. Anything that entails a more involved, more naturalistic take on the subject in D&D is a step forward. Anything that involves a more game-y, absurdist take on the subject is a step backward.</p><p></p><p>I could see in some kind of system that differentiates injuries from non-injuries (like a vp/wp), that an optional second-wind type mechanic for the non-injury damage might be acceptable. Anything remotely close to healing surges is out.</p><p></p><p>More ideally, your non-lethal/vitality/whatever simply heals fast outside of combat, and clerics can heal that really fast but healing real injuries with magic is hard, especially during combat.</p><p></p><p>As others have said, the philosophy behind the healing surge idea is completely unacceptable to a large segment of the D&D fan base, and any evidence that this philosophy is still in the game is going to be counterproductive to unifying that base.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5891772, member: 17106"] Spells being usable on an arbitrary, use-per-time basis is a somewhat dated D&D-ism, but not that bad. Anything else being used that way, especially something nonmagical, is just bad game design. Healing (in its RL meaning) is of course something that a person fundamentally does for themself, although sometimes with medical help. However, it is also something that takes a long time. Anything that entails a more involved, more naturalistic take on the subject in D&D is a step forward. Anything that involves a more game-y, absurdist take on the subject is a step backward. I could see in some kind of system that differentiates injuries from non-injuries (like a vp/wp), that an optional second-wind type mechanic for the non-injury damage might be acceptable. Anything remotely close to healing surges is out. More ideally, your non-lethal/vitality/whatever simply heals fast outside of combat, and clerics can heal that really fast but healing real injuries with magic is hard, especially during combat. As others have said, the philosophy behind the healing surge idea is completely unacceptable to a large segment of the D&D fan base, and any evidence that this philosophy is still in the game is going to be counterproductive to unifying that base. [/QUOTE]
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