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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="Neonchameleon" data-source="post: 6292447" data-attributes="member: 87792"><p>In short you're trying to separate what healing surges actually do from their method. Healing surges are one way of doing this - but this is something they do. So it is something you can attribute to healing surges.</p><p></p><p></p><p></p><p>This is no more true this time than the last time you said it. Healing surges in fact allow two forms of attrition.</p><p></p><p>First the <em>in encounter</em> 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.</p><p></p><p>Second the <em>long term attrition</em>. 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.</p><p></p><p></p><p></p><p>Strictly false, as I've shown. Just because the way you run 4e doesn't pressure the PCs enough to make such things happen doesn't mean that they don't. It means that you don't pressure your PCs.</p><p></p><p></p><p></p><p>Me, I find it less like a pure board game than any of oD&D, AD&D, or 3.X.</p><p></p><p></p><p></p><p>And I disagree. I believe that the main reason you find this to be the case is that you personally (along with a <em>lot</em> 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.</p><p></p><p></p><p></p><p>Yet you've ducked the issues the way people do in this discussion. You've yet to say why you think that hit points without healing surges are, contrary to the real world and fictional examples I've provided, <em>more</em> gamist than hit points without healing surges.</p><p></p><p></p><p></p><p>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 <em>brittle</em> and at the end of your strength. Claiming that having your surges exhausted doesn't matter is quite simply wrong.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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, <em>hell</em> yes.</p><p></p><p>Your experience is not my experience. And I don't believe it's the intended experience. Or the expected one with any pressure.</p><p></p><p></p><p></p><p>I don't. Fair enough.</p><p></p><p></p><p></p><p>Your claim that hit point attrition can not take place is disproved by a counterexample. I've already said things that have happened in my games. Hit point and healing surge attrition <em>can</em> and <em>does</em> take place in my games both when I play and when I DM.</p><p></p><p>Now admittedly I find 4e runs better when I redefine an extended rest as a long lazy weekend in a safe and inhabited place because it's more likely to trigger the attrition. But 4e does not need this. What you say can not happen is an experience I have lived from both sides of the screen. It can and does happen.</p><p></p><p></p><p></p><p>This is flat out untrue. The effect would be equivalent <em>if and only if healing surge attrition did not happen</em>. It does - and all your claims otherwise don't make them true.</p><p></p><p>For that matter you say you like to run an episodic game like a TV series? 4e runs <em>brilliantly</em> 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. </p><p></p><p></p><p></p><p>Once more this is counter-factual. Run low on healing surges and you start not spending to top up to full HP - you need to preserve those surges. Run out of surges and you are screwed. Run out of surges and hit points and you're almost doomed and the rest of the party is running an escort mission.</p><p></p><p></p><p></p><p>Once more this is strictly false. If what you were saying were true then powers would directly heal hit points and you wouldn't get a limited number of healing surges per extended rest. Limiting the endurance is a deliberate design goal - and that your parties take extended rests when they have only expended a couple of powers is the unintended factor. They are playing 4e as if they were 3e wizards. This is an aberrant playstyle (for that matter nova-and-rest and the 15 minute day was aberrant in 3e).</p><p></p><p></p><p></p><p>First it uses healing surges - it must unlock something within the target character. Second it's divine so it must use the God. There are multiple ways of combining the two - but that's a particularly obvious one.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6292447, member: 87792"] In short you're trying to separate what healing surges actually do from their method. Healing surges are one way of doing this - but this is something they do. So it is something you can attribute to healing surges. 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 [I]in encounter[/I] 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 [I]long term attrition[/I]. 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. Strictly false, as I've shown. Just because the way you run 4e doesn't pressure the PCs enough to make such things happen doesn't mean that they don't. It means that you don't pressure your PCs. Me, I find it less like a pure board game than any of oD&D, AD&D, or 3.X. And I disagree. I believe that the main reason you find this to be the case is that you personally (along with a [I]lot[/I] 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. Yet you've ducked the issues the way people do in this discussion. You've yet to say why you think that hit points without healing surges are, contrary to the real world and fictional examples I've provided, [I]more[/I] gamist than hit points without healing surges. 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 [I]brittle[/I] and at the end of your strength. Claiming that having your surges exhausted doesn't matter is quite simply wrong. 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, [I]hell[/I] yes. Your experience is not my experience. And I don't believe it's the intended experience. Or the expected one with any pressure. I don't. Fair enough. Your claim that hit point attrition can not take place is disproved by a counterexample. I've already said things that have happened in my games. Hit point and healing surge attrition [I]can[/I] and [I]does[/I] take place in my games both when I play and when I DM. Now admittedly I find 4e runs better when I redefine an extended rest as a long lazy weekend in a safe and inhabited place because it's more likely to trigger the attrition. But 4e does not need this. What you say can not happen is an experience I have lived from both sides of the screen. It can and does happen. This is flat out untrue. The effect would be equivalent [I]if and only if healing surge attrition did not happen[/I]. It does - and all your claims otherwise don't make them true. For that matter you say you like to run an episodic game like a TV series? 4e runs [I]brilliantly[/I] 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. Once more this is counter-factual. Run low on healing surges and you start not spending to top up to full HP - you need to preserve those surges. Run out of surges and you are screwed. Run out of surges and hit points and you're almost doomed and the rest of the party is running an escort mission. Once more this is strictly false. If what you were saying were true then powers would directly heal hit points and you wouldn't get a limited number of healing surges per extended rest. Limiting the endurance is a deliberate design goal - and that your parties take extended rests when they have only expended a couple of powers is the unintended factor. They are playing 4e as if they were 3e wizards. This is an aberrant playstyle (for that matter nova-and-rest and the 15 minute day was aberrant in 3e). First it uses healing surges - it must unlock something within the target character. Second it's divine so it must use the God. There are multiple ways of combining the two - but that's a particularly obvious one. [/QUOTE]
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Healing Surges, Hit Dice, Martial Healing, and Overnight recovery: Which ones do you like?
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