Endroren said:
You've always focused on one fight at a time. That hasn't changed. But I guess what I'm wondering is if a 5 minute rest heals 25% of your HP, why WOULDN'T you retreat and heal up?
You can, certainly. But what if the monsters kill the hostages you wanted to rescue. Or, what if they simply find their mates' corpses, wouldn't they put up better defenses, maybe even search parties, or leave the area altogether.
Or what if you're not necessarily playing in a dungeon?
So where did the gash in your chest go? What happened to the arm the owlbear crushed under its claws?
If you had a gash in your chest, wouldn't the pain numb down your reflexes? Yet you are not slowed not your defenses are lessened. If an owlbear had crushed your arm, how are you ever going to fire your bow? Yet the D&D character doesn't get even the smallest penalty.
So, as long as you have HP, you managed to duck so that your chest and arm are barely scratched. When you hit bloodied, you're starting to falter - but maybe you can draw on some deeper fury within yourself. When you hit 0, well,
that hurt - there you have your real gash in the chest, and the pain is so overwhelming you need help now. Badly.
And what happens at high levels? How powerful will your foes have to be to threaten a 10th level fighter with 85 HP 12 20 HP surges per day?
You could have 1000 surges a day, but if in a given encounter you can only spend 1, well, there you have it. This is why Second Wind is limited to 1/encounter, and many other healing powers have similar restrictions, too.
I need to see this play out to know for sure but this really just sings of a system that has padded the game down to a 2 dimensional video game with lots of save points and a respawn if you die.
This last part sounds like some random comment really. What on Earth healing surges have in common with a save point (or respawn) mechanic?