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Healing Surges and 5E
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<blockquote data-quote="seti" data-source="post: 6206960" data-attributes="member: 6688142"><p>Things like 4e's healing surges, second wind (everyone got 1 use of second wind per encounter in 4e), and 5e's 'hit dice', to a certain extent, are all excellent mechanics that keep the game GOING. They represent how heroes in all heroic works of fiction seem to operate. Honestly, if someone can't grasp that hit points are not an accurate representation of injury, blood loss, etc. (nor are they MEANT to be) how can they grasp any rules of any game? All games use abstraction. Heck, games couldn't exist without abstraction. Here's another abstraction: Wizards forget spells when they cast them, but; reading a book for a few hours then going to bed makes them remember them until they cast them again. No one complains about that game abstraction ad nauseam on the internet. Here's another one: A dagger does 1d4. It's impossible to kill someone with 100 HP with one dagger strike in D&D. Yet, in reality, people die all the time when stabbed with a dagger. Even really experienced and skilled people. </p><p></p><p>Not having these methods of 'self-healing' in RPGs makes the game frustrating. And will often cut your game short because of nothing other than unlucky die rolls. What's more fun? Pretending to be a hero who spends most of his or her time doing cool, heroic things, or simulating a real person who would probably die within 30 seconds of engaging in melee or magical combat? Either die right then, or a few weeks later of infection. Or, if really lucky, spend weeks or months in physical therapy, having to go through multiple surgeries, and owing a fortune to health care providers after being dropped by their insurance company.</p><p></p><p>It's pretty clear to me which game I'd rather play.</p></blockquote><p></p>
[QUOTE="seti, post: 6206960, member: 6688142"] Things like 4e's healing surges, second wind (everyone got 1 use of second wind per encounter in 4e), and 5e's 'hit dice', to a certain extent, are all excellent mechanics that keep the game GOING. They represent how heroes in all heroic works of fiction seem to operate. Honestly, if someone can't grasp that hit points are not an accurate representation of injury, blood loss, etc. (nor are they MEANT to be) how can they grasp any rules of any game? All games use abstraction. Heck, games couldn't exist without abstraction. Here's another abstraction: Wizards forget spells when they cast them, but; reading a book for a few hours then going to bed makes them remember them until they cast them again. No one complains about that game abstraction ad nauseam on the internet. Here's another one: A dagger does 1d4. It's impossible to kill someone with 100 HP with one dagger strike in D&D. Yet, in reality, people die all the time when stabbed with a dagger. Even really experienced and skilled people. Not having these methods of 'self-healing' in RPGs makes the game frustrating. And will often cut your game short because of nothing other than unlucky die rolls. What's more fun? Pretending to be a hero who spends most of his or her time doing cool, heroic things, or simulating a real person who would probably die within 30 seconds of engaging in melee or magical combat? Either die right then, or a few weeks later of infection. Or, if really lucky, spend weeks or months in physical therapy, having to go through multiple surgeries, and owing a fortune to health care providers after being dropped by their insurance company. It's pretty clear to me which game I'd rather play. [/QUOTE]
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