But healing surges, as currently presented, prevent attrition so there is only the one form of dramatic pacing rather than two. There can only be drama in individual encounters and what happened in prior encounters is largely irrelevant so long as the PCs survived.
If you have all your surges, but 0hp, you are DYINGING. It doesn't matter how much reserve health you have. It's potential health. Theoretical. The only health that actually matters is the hp.
Surges *may* be used to represent overall fitness and general health but in practice they're there to heal people to full before each encounter independent of CLW wands.
In this, healing surges are irrelevant save as a means of reliably healing PCs to full independent of magic between each set piece battle. It makes the set pieces easier to reliably balance but, because healing is so accessible, hitpoint attrition cannot take place/.
(i) long-term resource management is only somewhat a "traditional aspect of D&D". It's there, but not for all classes/characters. And PCs would still have to manage daily powers, magic item powers, consumables, and action points. Plus any feats or features usable on a per/day basis. Plus manage encounter powers during fights. Removing healing surges barely touches the resource management of 4e.
You're right. It doesn't matter if the adventure included 2 fights that each really taxed the party and ended with them being spent or six fights that gradually wore down the party. The end result is the same, which makes healing surges artificial as they have no influence on how the party is at the start of the day or the end of the day. They only impact how healthy the party is at the start of each individual fight.
(ii) True, but if surges were replaced with healing in the power, the effect in-play is identical. It doesn't matter at all if second wind requires a surge or is an encounter power that heals 5hp/level.
You repeat and repeat this refrain: healing surges do not give any long term attrition; they are "only there" to allow characters to "fully heal" before each fight - in fact, they "prevent attrition"...
Where are you getting this from? What version of "4E" have you been playing that this is true? Did you miss the bit in the rules that makes it clear that, if a creature has no healing surges left, they
do not heal when they try to (unless they can get some "magical" surgeless healing). And, if they get reduced to zero hit points with no surges, they are very likely to die - much more likely than if they have surges that can be called upon.
The reason surges are different from Second Wind simply as an encounter power is that
you can run out of healing surges. It's fundamental to the system. Why are you ignoring/denying it?
Surges, just like hit points, only matter
when you run out of them. It sounds like you consider this an impossible thing that never happens; that is far from my experience. Can you tell us why you think this?
But it's a very different design than earlier editions where there were a number of fights that individually would pose no threat but would wear down a party. That style of attrition doesn't work as well in 4e as PCs just use encounter powers and thus expend almost no resources, and actually gain Action Points so you're more powerful after the numerous mook fights.
4e takes the two different types of narrative drama and reduces it to one more effective type of drama. Which is excellent if you like that type of drama where every fight is meant to be a dramatic set piece battle. Less so if you just want a long series of mook fights.
No. The game itself is designed around encouraging one strong fight over two mook fights.
Another theme of your posts - again untrue. The "mook fights" in 4E can cost healing surges. Which is essentially exactly the same function they had in earlier editions - to run down total hit points. They also might cause action points to be used up - the "milestone" (at which extra APs are gained) happens only when encounters equivalent (roughly) to two at-level encounters have been completed. So, no, APs would not "build up" through multiple below-level fights; it would take about
four encounters at L-3 to reach a milestone.
The narrative you describe is unrelated to "healing surges" and could be replicated with any healing in combat, be it proportional or not, static or random.
And I replied that I agreed that in-combat healing was valid, but was independent from healing surges.
I disagree. If surges were removed and replaced with, say dice, or a set number of hp (5/level) individual encounters would play almost identically. You'd still need to use those powers in combat, keeping use in check through action economy. And you'd still have to rest when low in Daily powers, consumables, magic item powers, and the like.
If the only purpose of Healing Surges was to facilitate in-combat healing, then you're right. But Healing Surges fulfill many design purposes in 4E, which is why they are designed the way they are.
If an encounter can be a narrative (which you claim above) then the series of connected events that is exploring a dungeon and looting its treasure is also a narrative. It'd be easy to treat D&D like a combat simulator, a dungeon delve, where you move from one combat to the next. But that's not the case. If you do just want to move from one combat to the next, then the game ceases to be D&D and you're playing a miniature combat game.
But I didn't say 4e is a tactical skirmish game and/or board game. It certainly leans more in that direction than other games, but it still has a couple mechanics that keep it in RPG territory. Like skill challenges and social skills.
Ah, the old saw that "combat isn't roleplaying, roleplaying is the talky-stuff". Look, play your game with as much or as little "talky-stuff" as you like - when I play RPGs there is shedloads of roleplaying going on
in combat. Characters talk in combat, for a start, and when things get "sticky" is when real character shows through, not when gassing in a bar.
If you're not telling a story in D&D you're just playing a miniature combat game. Even games like "Clue" have an implied narrative. It doesn't have to be a story, but it has to be present.
Let me get this straight - I have to have plenty of "talking stuff" and have it all "tell a story" or I'm not roleplaying but I am, contrary to any appearances, "just playing a miniature combat game"? I'm pretty sure that's hogwash.
Stories will arise as a result of the action in play - sure. That applies to any human activity, because that's the way human brains are wired. But that doesn't really say anything about roleplaying games, or place any restrictions at all on the activities that give rise to the stories. I can go to the WC (bathroom) and tell a story about it. Actually,
my character could go to the WC and I could tell a story about it. I'm not sure that has anything to do with it being "roleplaying", though.
Saying that "to play an RPG you have to tell a story", therefore, I assume to mean something more. I assume that it means that you have to play in order to tell a
specific story. I don't accept that that is
at all necessary in order to be playing a roleplaying game.
And I highlighted an interesting bit of text there. Interesting as the flavour text in 4th Edition has no impact at all, which is a pro and a con to the edition.
I'm pretty sure that, if you read what [MENTION=42582]pemerton[/MENTION] actually said, he was saying that in 4E the flavour text
does impact upon the mechanics of play, not
doesn't.
I've never argued about healing surges before. Hitpoints, yes, but not healing surges themselves. So I'm sorry if it's tiresome and irritating to you. But no one is making you participate.
You might not have personally trotted out these tired old arguments before, but throngs have, before you. You might profit from reading the myriad threads that spawned from their strident ruminations.
The positive aspect is the "necessary" part. But they undeniably have a problematic influence on the game given the continual thread wars and arguments over the nature of hp, which have been going on since, well, 1st edition. Hence the "evil" part. Hp work really well, but cause fights and require suspension of disbelief. Necessary evil.
If suspension of disbelief is such a big deal, use the wound system I outlined above. It would do almost as well for the style of play you seem to seek - D&D but with gritty realism added in a few key spots. At the very least, it shows that hit points are not actually "necessary".
In this edition, all fights are meant to have the risk of death. You could do that in other editions with fewer larger fights.
Actually, I doubt very much that you could. If the first encounter was nearly fatal, the second would be downright murderous. Doing this on any sustained basis would lead to TPK after TPK. Seriously: if the party leaves the first encounter with just a few hit points each (and presumably several spells used), and then have another tough encounter, what would their chances be?
People don't say "Imma gonna write and adventure and it's going to have 6 level+1 encounters." They write and adventure and then work in the encounters that make sense. The adventure, if written for 3e or 4e, likely wouldn't change that much in design. (Or shouldn't anyway. 4e really forced me to change how I wrote adventures.)
The only alteration I can think of that I would need to make to run most older edition modules in 4E would be to change or limit extended rests. I have already used some restrictions on extended rests in my home game, and it's really easy to do so. Other than that, it should work fine.
I was saying that, in its design, it leans more to Gamist logic and requires much, much more willing suspension of disbelief.
Healing surges are just a part of that overall design. They exist for that reason and that reason alone. Anything else is just tangential or a side effect.
I assume that these are simply your opinion, not implying that you have the capability to read the minds of the developers and know that these "facts" are indisputably true?
Cool. Where does it say that? Where does it say the power is inspirational and uses the god's charisma?
Right here:
Yeah, because the clerics transmit inspiration that is based on their deity, not on their own charm. You are not inspired by the words of the cleric - you are inspired by the word of the god. How is that not understandable?
This was in a post written in reply to you; did you not read it? If you didn't, that might explain why it seems so hard to communicate with you.