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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Discussion about a Primer on 4e terminology
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 5778466" data-attributes="member: 32740"><p>Well one of the few changes made with 4E that I ultimately found favor with regards healing. I utterly despise their terminology of "surges" (and strictly <em>healing</em> surges at that) but I think it is possible to better implement that basic concept.</p><p> </p><p>Mostly it hinges on the idea across all edtions that hit points don't represent only physical damage. It can be fatigue, skill, protection of deities, and any number of other things. HEALING implies repair of physical damage but I see no reason why fighters can't rapidly recover <em>fatigue</em>, why clerics can't grant "the favors of X", magic users convert mana to healing, monks ignoring pain, paladins of course lay on hands, and then everyone can still use potions, salves, Elven waybread, mom's special soup, or the processed sap of the wallawalla tree, etc.</p><p> </p><p>If you spread the ability to RECOVER hitpoints through a variety of means over all the classes instead of saddling one or two classes with <em>exclusive</em> healing ability then you have taken huge steps towards freeing the "healer" class to do something vastly more interesting and dynamic. The expected "support" class can be more than just a hit point battery or buff-bot. Those are deplorably narrow concepts of what can be done. It is quite possible for a support character to lend support by working IN CONJUNCTION with other classes or improving what they do through <em>active</em> participation rather than passively providing buffs and then standing around watching the others do the <em>doing</em>.</p><p> </p><p>Then, anyone you want to actually label as a "healer" can be given much more interesting curative abilities to prevent or alleviate special conditions or types of damage.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 5778466, member: 32740"] Well one of the few changes made with 4E that I ultimately found favor with regards healing. I utterly despise their terminology of "surges" (and strictly [I]healing[/I] surges at that) but I think it is possible to better implement that basic concept. Mostly it hinges on the idea across all edtions that hit points don't represent only physical damage. It can be fatigue, skill, protection of deities, and any number of other things. HEALING implies repair of physical damage but I see no reason why fighters can't rapidly recover [I]fatigue[/I], why clerics can't grant "the favors of X", magic users convert mana to healing, monks ignoring pain, paladins of course lay on hands, and then everyone can still use potions, salves, Elven waybread, mom's special soup, or the processed sap of the wallawalla tree, etc. If you spread the ability to RECOVER hitpoints through a variety of means over all the classes instead of saddling one or two classes with [I]exclusive[/I] healing ability then you have taken huge steps towards freeing the "healer" class to do something vastly more interesting and dynamic. The expected "support" class can be more than just a hit point battery or buff-bot. Those are deplorably narrow concepts of what can be done. It is quite possible for a support character to lend support by working IN CONJUNCTION with other classes or improving what they do through [I]active[/I] participation rather than passively providing buffs and then standing around watching the others do the [I]doing[/I]. Then, anyone you want to actually label as a "healer" can be given much more interesting curative abilities to prevent or alleviate special conditions or types of damage. [/QUOTE]
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Discussion about a Primer on 4e terminology
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