Jester David
Hero
The limits of healing per encounter are solely limited by the number of powers/consumables available. It’s not a hard limit. It exists, but often the action economy and range is more of a factor.This is no more true this time than the last time you said it. Healing surges in fact allow two forms of attrition.
First the in encounter attrition because there are hard limits on the number of healing surges you can spend in any given combat. Limits provided by the powers the party has - but this is a definite form of attrition.
Second the long term attrition. Your healing surges are strictly limited. And if you've never had the fighter hide behind the malediction invoker because they ran out of surges, I have. If you've never seen a wizard savagely beaten down but survive so that after the short rest at the end of the first encounter in the day they only have a single spare healing surge, I have.
The second, attrition of healing surges, only exists with finite healing surges. It’s a cyclical argument: healing surges allow attrition because you can run out of surges.
This ignores slower health attrition where the actual hitpoints a character has slowly decreases over successive fights.
Or the reduction of healing resources as people run out of spells. While the number of healing surges you can use in a given encounter are finite, the majority of the time, this number is constant and resets at the start of the encounter. 4e PCs very seldom have access to less healing because of a hard fight.
Hrm… that’s actually a really good point. Kudos.And I disagree. I believe that the main reason you find this to be the case is that you personally (along with a lot of other people, granted) have spent years mainlining the pure gamist logic that underlies oD&D. 4e mitigates this gamist logic just about everywhere - but like hit points it forces you to relook at the rest of it without eliminating it all. Which means you're made aware of all those places where gamist logic is in play - simply because of the familiarity difference.
I am likely a little indoctrinated to the existing gamist logic so it’s more ignorable.
Still, it doesn’t change the fact drawing attention to it with new mechanics is awkward and problematic. And while the other edition may have X amount of gamist logic (that I am accustomed to), 4e still has X+1, increasing the total proportion of gamist logic. And many of the changes it made were for gamist reasons, reducing the total amount of simulation.
True, but your response ignores my point that healing surges are only the loosest reflection of health. You don’t die any less quickly at full surges, you don’t stabilize any faster, or healing a greater amount. HP is the reflection of health.If you have all your surges but 0hp you are down and potentially bleeding out or haemoherraging, granted. But it is flat out wrong to claim that if you are on full hit points and no surges that you are unaffected. You can not spend a second wind. You can not take (much) advantage of Healing Words or even Healing Potions. You are brittle and at the end of your strength. Claiming that having your surges exhausted doesn't matter is quite simply wrong.
While at 0hp you cannot take advantage of any healing, if at full hp you don’t need to. The results of entering a combat with 10 surges or 1 surge is the same, especially if you don’t spend a surge.
This might be your experience as a DM - but it is not mine. If you give the PCs all the time in the world then yes it is an issue. I don't.
I don't recall ever having asked the party for a stop because we were low on either consumables or because I was out of daily powers. For that matter the times it happened we told the nova-ing player to suck it up and that they had encounter powers. (The one exception here is if you have a space to rest right before a BBEG fight). Stopping because we were running out of surges? Oh, hell yes.
Your experience is not my experience. And I don't believe it's the intended experience. Or the expected one with any pressure.
As I’ve said before, I had to change the stories I told to accommodate 4e. I didn’t have to between 2e and 3e, between 3e and PF, and won’t between PF and D&D5. In fact, D&D5 makes it easier to tell the stories I want.
Which is the big difference. Had I more interest I might have mangled 4e into something more appealing, but my player’s reliance on the character builder made that impossible.
The whole “that wasn’t my experience” argument always seems a little… off to me. What’s the point? Are you suggesting you’re a better DM than me? That I’m playing wrong? That the problem does not exist because you haven’t experienced it?
I’ve never experienced racism. Or sexism. Or poverty. But I’m not going to suggest those problems don’t exist due to a lack of personal experience.
Experiences will always vary, and if one segment of the player base regularly experiences problems with play, then that problem exists and needs to be acknowledged.
It sounds like 4e really works for you. So much so that you’re heavily defending it in a thread dedicated to healing in D&D5. Cool. Glad you have a game with no problems that impact your play. So keep playing it.
I tend to run sessions as self-contained stories that tie into a larger story. Extended rests at the end of each session. Except if I want a “two-part” session, which I avoid unless I know I can schedule another game quickly enough to avoid details being forgotten.For that matter you say you like to run an episodic game like a TV series? 4e runs brilliantly that way. Just make a simple house rule. You can only take an extended rest either by taking a severe time consequence or at the end of the episode.
So, yes, part of my problem is that I’m playing the game “wrong” by not tracking resources between sessions and not having more than 1-3 combats per session. But, if I cannot play D&D how I want, I will (and did) find games that do work for me.
Still... even in the games I played rather than ran, the story dictated when we rested much more often than healing surges.