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<blockquote data-quote="FireLance" data-source="post: 5759641" data-attributes="member: 3424"><p>I <em>participated</em> in the thread. IMO, most of the criticisms about healing surges are more properly directed at healing <em>powers</em>. In particular:</p><p></p><p>1. Healing powers are too easy to activate. Leader role healing powers only require a minor action, and there are other powers that allow the user to attack in addition to healing an ally.</p><p></p><p>2. Healing powers can be used too often. All PCs can use their second wind once per encounter, and leader role healing powers (again) can be used twice per encounter, three times at higher levels. Characters can also gain access to other encounter powers that restore hit points. </p><p></p><p>You don't need healing surges to enable healing to scale with hit points. Previous editions did this by increasing the potency of the various <em>cure X wound</em> spells with the level of the spell. I just happen to think that the healing surge approach of fixing the basic healing effect at a set percentage of the character's total hit points is neater.</p><p></p><p>You don't need healing surges for characters to recover hit points after a fight. Previous editions did this through the various <em>cure X wound</em> spells, healing potions, and other magic items that restored hit points. I just happen to like the healing surge approach of making hit point restoration an individual, internal resource.</p></blockquote><p></p>
[QUOTE="FireLance, post: 5759641, member: 3424"] I [I]participated[/I] in the thread. IMO, most of the criticisms about healing surges are more properly directed at healing [I]powers[/I]. In particular: 1. Healing powers are too easy to activate. Leader role healing powers only require a minor action, and there are other powers that allow the user to attack in addition to healing an ally. 2. Healing powers can be used too often. All PCs can use their second wind once per encounter, and leader role healing powers (again) can be used twice per encounter, three times at higher levels. Characters can also gain access to other encounter powers that restore hit points. You don't need healing surges to enable healing to scale with hit points. Previous editions did this by increasing the potency of the various [I]cure X wound[/I] spells with the level of the spell. I just happen to think that the healing surge approach of fixing the basic healing effect at a set percentage of the character's total hit points is neater. You don't need healing surges for characters to recover hit points after a fight. Previous editions did this through the various [I]cure X wound[/I] spells, healing potions, and other magic items that restored hit points. I just happen to like the healing surge approach of making hit point restoration an individual, internal resource. [/QUOTE]
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