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*Pathfinder & Starfinder
Healing Potions seem odd
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<blockquote data-quote="ryryguy" data-source="post: 4394883" data-attributes="member: 64945"><p>Sure, the healing surge mechanic, and linking healing potions to it, is a bit game-y. (Note: <em>hit points</em> are extremely game-y... hit points are pretty much Exhibit A for game-y game mechanics in every edition of D&D, so it's not surprising that you find the same in healing mechanics.)</p><p> </p><p>But where does the idea come from that having a backpack full of healing potions, enabling you to keep going through infinite combats and injuries as long as the potions last, is somehow <em>more immersive </em>than the surge-linked healing potions? At best, it's about the same. Springing to mind is that quote from somebody-or-other that is in somebody-or-other's sig, about internalizing 3e's mechanics to the degree that they are mistaken for reality.</p><p> </p><p>So a healing potion not working if you don't have a surge left means that they are somehow not magical, just Red Bulls? There's plenty of tradition in fantasy sources for magic that unlocks the potential you already have... magic that draws on your inner strength, and when your inner strength is exhausted, can no longer benefit you. And it's still plenty magical to me that this "Red Bull" instantly replenishes a quarter (approximately) of your fighting strength in an instant, in the heat of battle. And in higher leveled versions, maybe lets you shrug off an ongoing condition, or even brings you back to life!</p><p> </p><p>The surge and healing potion mechanic is good for modelling Naruto, it's true. Also good for modelling Conan, Grey Mouser, any number of high fantasy literary or cinematic sources. But backpacks full of healing potions? Don't recall them showing up in any fantasy books I've read. </p><p> </p><p>Hmmm, let's see, where <em>do</em> those backpacks show up? Diablo! Everquest! Yeah, sorry, I just can't see where they are more immersive, less game-y. They're just what you're used to <em>from other games</em>.</p></blockquote><p></p>
[QUOTE="ryryguy, post: 4394883, member: 64945"] Sure, the healing surge mechanic, and linking healing potions to it, is a bit game-y. (Note: [I]hit points[/I] are extremely game-y... hit points are pretty much Exhibit A for game-y game mechanics in every edition of D&D, so it's not surprising that you find the same in healing mechanics.) But where does the idea come from that having a backpack full of healing potions, enabling you to keep going through infinite combats and injuries as long as the potions last, is somehow [I]more immersive [/I]than the surge-linked healing potions? At best, it's about the same. Springing to mind is that quote from somebody-or-other that is in somebody-or-other's sig, about internalizing 3e's mechanics to the degree that they are mistaken for reality. So a healing potion not working if you don't have a surge left means that they are somehow not magical, just Red Bulls? There's plenty of tradition in fantasy sources for magic that unlocks the potential you already have... magic that draws on your inner strength, and when your inner strength is exhausted, can no longer benefit you. And it's still plenty magical to me that this "Red Bull" instantly replenishes a quarter (approximately) of your fighting strength in an instant, in the heat of battle. And in higher leveled versions, maybe lets you shrug off an ongoing condition, or even brings you back to life! The surge and healing potion mechanic is good for modelling Naruto, it's true. Also good for modelling Conan, Grey Mouser, any number of high fantasy literary or cinematic sources. But backpacks full of healing potions? Don't recall them showing up in any fantasy books I've read. Hmmm, let's see, where [I]do[/I] those backpacks show up? Diablo! Everquest! Yeah, sorry, I just can't see where they are more immersive, less game-y. They're just what you're used to [I]from other games[/I]. [/QUOTE]
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Healing Potions seem odd
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