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*Dungeons & Dragons
Healing Surges, Hit Dice, Martial Healing, and Overnight recovery: Which ones do you like?
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<blockquote data-quote="D'karr" data-source="post: 6292436" data-attributes="member: 336"><p>I would argue then, where does it say that it doesn't?</p><p></p><p>4e gives the DM and players tools, lots of them, and a very solid framework on which they can build. They can do with these tools and framework as they please. It doesn't require the DM to limit himself to "color within the lines." He can decide that within the fictional world space the "healing" from a cleric comes from the god. The "divine" keyword let's the DM make that implication for his game. The designer doesn't have to spell out everything for the DM and player. Keywords are great for this because they present an "implied" background without having to spell everything out and create possible knock-on effects. A spell with the "fire" keyword doesn't have to explicitly say that it sets things on fire. The DM and players can make that decision based on the narrative they want. </p><p></p><p>For example I've made a rather significant long term and short term injury system using just the basic tools of "Healing Surges", "Rest Periods", "disease track", and "Saves". It works exactly as I want and expect, not as some designer that does not know anything about me or my group decides "reality" should work in my game. In other words I needed no explicit "ruling" from WotC to decided on story implications for my game such as where divine "inspiration" comes from.</p></blockquote><p></p>
[QUOTE="D'karr, post: 6292436, member: 336"] I would argue then, where does it say that it doesn't? 4e gives the DM and players tools, lots of them, and a very solid framework on which they can build. They can do with these tools and framework as they please. It doesn't require the DM to limit himself to "color within the lines." He can decide that within the fictional world space the "healing" from a cleric comes from the god. The "divine" keyword let's the DM make that implication for his game. The designer doesn't have to spell out everything for the DM and player. Keywords are great for this because they present an "implied" background without having to spell everything out and create possible knock-on effects. A spell with the "fire" keyword doesn't have to explicitly say that it sets things on fire. The DM and players can make that decision based on the narrative they want. For example I've made a rather significant long term and short term injury system using just the basic tools of "Healing Surges", "Rest Periods", "disease track", and "Saves". It works exactly as I want and expect, not as some designer that does not know anything about me or my group decides "reality" should work in my game. In other words I needed no explicit "ruling" from WotC to decided on story implications for my game such as where divine "inspiration" comes from. [/QUOTE]
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Healing Surges, Hit Dice, Martial Healing, and Overnight recovery: Which ones do you like?
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