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Disappointed in 4e
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<blockquote data-quote="Lackhand" data-source="post: 4543599" data-attributes="member: 36160"><p>I think there's still a disconnect here. I'm with you that a good night's rest shouldn't heal all wounds -- but that's still a third issue beside the Healing Surge thing. Consider the following worlds:</p><p></p><p>1) As in 1e, you have your total X HP and precisely 0 healing surges. You cannot benefit from Healing Word, Inspiring Word, or Second Wind; however, the 2nd level Cleric Utility can still restore hit points. Certain rare elixirs can also restore hit points, but consume a daily use of a magic item.</p><p></p><p>That's a 4e gloss on the 1e system. It doesn't mention normal hit point recovery, only magical healing -- we'd need some sort of rule for recovering hit points in the absence of magical healing -- it could be all (which I'd object to, but there's no reason for it not to be from a game mechanic perspective -- the issue is orthogonal to how 'in game' healing is done!) or it could be 1 hp per day or week or month -- or something in between.</p><p></p><p>Hit points represent... well, something. What they represent is determined by the out of combat way in which they're healed, since magic is magic and tells us nothing. I'd argue that if they come back overnight, they're morale (but why can't nonmagic restore them?!) and if they come back at the rate of 1/month, they're meat points, though severities of wounds correspond to the proportion of hit points of the target that they consume, not the total damage. You still probably shouldn't be describing accidental dismemberment too casually -- limbs just can't get lopped off in D&D because hit points get in the way of that.</p><p></p><p>2) As in 4e, you have your total X HP and some relatively small number of healing surges -- between 5 and 15. You can second wind, you can benefit from a few kind words from someone who knows how to motivate, the whole schlemiel.</p><p></p><p>You can get brought down to 0 hp -- you can even die from it! -- but the round before you die, a few kind words can patch you up and get you back into the fight. If the body is under sufficient duress, not even those words will help -- pure divine magic must be used, or perhaps nothing will work.</p><p></p><p>This is not in and of itself ridiculous: adventurers have 3 near death experiences before breakfast, and it does not astound me that they'd be able to rally, quickly, from the brink of death and be back to their ornery hellfire-spitting ways.</p><p></p><p>What I think is flatly ridiculous is the "all better the next morning" system. That's disjoint from second winds et al: even with full hit points, it would not disturb me overmuch so long as healing surges were limited. They're not in core, though, so what follows is houserule:</p><p></p><p>My suggestion is to have surges be restored at the rate of 1 per night, or 2 per night in the care of a healer or bed rest, or 4 per full day of bed-rest or light (nonadventuring!) activity in the care of a healer.</p><p></p><p>It's still too quick, but there's usually a cleric or medic in the party on whom we can rely to handwave the speedy recovery.</p></blockquote><p></p>
[QUOTE="Lackhand, post: 4543599, member: 36160"] I think there's still a disconnect here. I'm with you that a good night's rest shouldn't heal all wounds -- but that's still a third issue beside the Healing Surge thing. Consider the following worlds: 1) As in 1e, you have your total X HP and precisely 0 healing surges. You cannot benefit from Healing Word, Inspiring Word, or Second Wind; however, the 2nd level Cleric Utility can still restore hit points. Certain rare elixirs can also restore hit points, but consume a daily use of a magic item. That's a 4e gloss on the 1e system. It doesn't mention normal hit point recovery, only magical healing -- we'd need some sort of rule for recovering hit points in the absence of magical healing -- it could be all (which I'd object to, but there's no reason for it not to be from a game mechanic perspective -- the issue is orthogonal to how 'in game' healing is done!) or it could be 1 hp per day or week or month -- or something in between. Hit points represent... well, something. What they represent is determined by the out of combat way in which they're healed, since magic is magic and tells us nothing. I'd argue that if they come back overnight, they're morale (but why can't nonmagic restore them?!) and if they come back at the rate of 1/month, they're meat points, though severities of wounds correspond to the proportion of hit points of the target that they consume, not the total damage. You still probably shouldn't be describing accidental dismemberment too casually -- limbs just can't get lopped off in D&D because hit points get in the way of that. 2) As in 4e, you have your total X HP and some relatively small number of healing surges -- between 5 and 15. You can second wind, you can benefit from a few kind words from someone who knows how to motivate, the whole schlemiel. You can get brought down to 0 hp -- you can even die from it! -- but the round before you die, a few kind words can patch you up and get you back into the fight. If the body is under sufficient duress, not even those words will help -- pure divine magic must be used, or perhaps nothing will work. This is not in and of itself ridiculous: adventurers have 3 near death experiences before breakfast, and it does not astound me that they'd be able to rally, quickly, from the brink of death and be back to their ornery hellfire-spitting ways. What I think is flatly ridiculous is the "all better the next morning" system. That's disjoint from second winds et al: even with full hit points, it would not disturb me overmuch so long as healing surges were limited. They're not in core, though, so what follows is houserule: My suggestion is to have surges be restored at the rate of 1 per night, or 2 per night in the care of a healer or bed rest, or 4 per full day of bed-rest or light (nonadventuring!) activity in the care of a healer. It's still too quick, but there's usually a cleric or medic in the party on whom we can rely to handwave the speedy recovery. [/QUOTE]
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