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General Tabletop Discussion
*Dungeons & Dragons
Healing Surges, Hit Dice, Martial Healing, and Overnight recovery: Which ones do you like?
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<blockquote data-quote="Jester David" data-source="post: 6291949" data-attributes="member: 37579"><p>The whole game may be artificial, but it's a representation of fiction, film, and reality. The rules exist to let people tell stories, to facilitate the narrative. </p><p></p><p>Healing surges were a purely mechanical invention serving a gamist purpose: being at full health at the start of any given encounter. Because the game was balanced and designed around individual encounters, each encounter had to be roughly the same challenge independant of the prior encounter, and each encounter should significantly damage PCs so they had a chance of failure or death. Healing surges were a way of propping up people's health, with the PCs using 1-3 after every fight. </p><p>So, they served no narrative purpose, but instead a mechanical one for the design and tone of the Game. They could have been replaced entirely by a rule that just let players heal to full after every rest (instead of just long rests) and the game would have played almost identically. </p><p>Healing surges had no effect on the narrative, they didn't change the types of stories people told as the number of combats in each encounter day were similar. Hence, artificial.</p><p></p><p></p><p>So your argument that warlord and clerical healing is different is that they were actually the same and clerics, very likely with a Cha dump stat, relied on inspirational healing? </p><p>What about all their other spells and abilities that let people spend a surge? Did the cleric have any magical healing at all?</p><p></p><p>Ugh... my brain rebels at that. It really emphasises how 4e made hitpoints entirely non-health (not how I view hitpoints).</p><p></p><p>This just reminds me of all the other problems I have with inspirational healings. Like the warlord (and now the cleric) and inspire only twice a fight and then, suddenly, run out of cheery things to say. Or how they can't inspire everyone who hears: is half the party plugging their ears and refusing to hear about "the Gipper?" </p><p>Or the oddity of clerics and warlords not healing everyone between fights, adding that extra 1d6 to all heals including out-of-combat.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6291949, member: 37579"] The whole game may be artificial, but it's a representation of fiction, film, and reality. The rules exist to let people tell stories, to facilitate the narrative. Healing surges were a purely mechanical invention serving a gamist purpose: being at full health at the start of any given encounter. Because the game was balanced and designed around individual encounters, each encounter had to be roughly the same challenge independant of the prior encounter, and each encounter should significantly damage PCs so they had a chance of failure or death. Healing surges were a way of propping up people's health, with the PCs using 1-3 after every fight. So, they served no narrative purpose, but instead a mechanical one for the design and tone of the Game. They could have been replaced entirely by a rule that just let players heal to full after every rest (instead of just long rests) and the game would have played almost identically. Healing surges had no effect on the narrative, they didn't change the types of stories people told as the number of combats in each encounter day were similar. Hence, artificial. So your argument that warlord and clerical healing is different is that they were actually the same and clerics, very likely with a Cha dump stat, relied on inspirational healing? What about all their other spells and abilities that let people spend a surge? Did the cleric have any magical healing at all? Ugh... my brain rebels at that. It really emphasises how 4e made hitpoints entirely non-health (not how I view hitpoints). This just reminds me of all the other problems I have with inspirational healings. Like the warlord (and now the cleric) and inspire only twice a fight and then, suddenly, run out of cheery things to say. Or how they can't inspire everyone who hears: is half the party plugging their ears and refusing to hear about "the Gipper?" Or the oddity of clerics and warlords not healing everyone between fights, adding that extra 1d6 to all heals including out-of-combat. [/QUOTE]
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Healing Surges, Hit Dice, Martial Healing, and Overnight recovery: Which ones do you like?
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