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Confirm or Deny: D&D4e would be going strong had it not been titled D&D
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<blockquote data-quote="EzekielRaiden" data-source="post: 6603212" data-attributes="member: 6790260"><p>Well, uh, 4e does have answers to all of those questions. A short rest is no less than five minutes unless the DM decides different. Spending a surge is up to you, but you have no reason not to as long as it wouldn't be wasteful (which I would say is the difference between "just taking a break" and "getting the most out of a breather" e.g. stretching, breath control, etc.) It's always 25% of your health, rounded (I don't remember which direction). In 4e terms, the majority of it is "grit, resolve, and fighting spirit"--after all, if we take the game VERY literally, you don't even shed ANY blood until you're at half health.</p><p></p><p></p><p></p><p>So...uh...what exactly is the difference between "draining your heroic pool" of "soaking" and running out of "healing surges"? Either way, your pool of I'm-not-down-yet is empty, and damage you take is Really Seriously For Real Now. I mean, D&D doesn't really DO permanent injury stuff by default (other than 4e's disease track or magic stuff like petrification), but... Well, as long as we assume that the D&D trope of "you remain at full effectiveness until you keel over dead/unconscious" still applies, I honestly don't see what the difference is. Either way, the resource pool is expended, you just change when the expenditure occurs ("Hah! You tried to hurt me and failed!" vs. "Hah! They thought they had me, but I'm better now!")</p><p></p><p></p><p></p><p>Yeah again I don't see how this is any different from being out of healing surges. "I could fight...but it would be a bad time."</p><p></p><p></p><p></p><p>4e even eliminated part of that. Magical healing, even potions, is almost never able to draw on resources the character doesn't have. Almost all--not all, but almost--healing requires that you spend a surge. Having a healer heal you is still super good, because while you may be able to draw on your reserves, a Leader knows how to do it very well (more HP recovered per surge, usually based on extra d6s or the Leader's ability modifier<s>). Different classes have different pools--usually Defenders have more, and Paladins have the most (IIRC?) because they expend them to heal others.</s></p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6603212, member: 6790260"] Well, uh, 4e does have answers to all of those questions. A short rest is no less than five minutes unless the DM decides different. Spending a surge is up to you, but you have no reason not to as long as it wouldn't be wasteful (which I would say is the difference between "just taking a break" and "getting the most out of a breather" e.g. stretching, breath control, etc.) It's always 25% of your health, rounded (I don't remember which direction). In 4e terms, the majority of it is "grit, resolve, and fighting spirit"--after all, if we take the game VERY literally, you don't even shed ANY blood until you're at half health. So...uh...what exactly is the difference between "draining your heroic pool" of "soaking" and running out of "healing surges"? Either way, your pool of I'm-not-down-yet is empty, and damage you take is Really Seriously For Real Now. I mean, D&D doesn't really DO permanent injury stuff by default (other than 4e's disease track or magic stuff like petrification), but... Well, as long as we assume that the D&D trope of "you remain at full effectiveness until you keel over dead/unconscious" still applies, I honestly don't see what the difference is. Either way, the resource pool is expended, you just change when the expenditure occurs ("Hah! You tried to hurt me and failed!" vs. "Hah! They thought they had me, but I'm better now!") Yeah again I don't see how this is any different from being out of healing surges. "I could fight...but it would be a bad time." 4e even eliminated part of that. Magical healing, even potions, is almost never able to draw on resources the character doesn't have. Almost all--not all, but almost--healing requires that you spend a surge. Having a healer heal you is still super good, because while you may be able to draw on your reserves, a Leader knows how to do it very well (more HP recovered per surge, usually based on extra d6s or the Leader's ability modifier[s]). Different classes have different pools--usually Defenders have more, and Paladins have the most (IIRC?) because they expend them to heal others.[/s] [/QUOTE]
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Confirm or Deny: D&D4e would be going strong had it not been titled D&D
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