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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: 6292761" data-attributes="member: 87792"><p>You mean that Healing Surges are <em>designed</em> to be a finite resource and this is woven into 4e. Healing surges are, contrary to your assertions, designed and intended to allow attrition as you yourself admit here. You claim it's a cyclical argument. What you actually mean here is that it is true. And because it is true claims otherwise are strictly and unequivocally false. Now please stop making false statements.</p><p></p><p></p><p></p><p>Because very few daily powers allow you to recover hit points? And because healing surges are never reduced by a hard fight? And because there are a lot of non-daily powers that grant <em>surgeless</em> healing?</p><p></p><p>In fact let's actually check your maths on "4e PCs very seldom have access to less healing because of a hard fight."</p><p></p><p>We can fairly easily define a hard fight in 4e as one in which many PCs take more than their base hit points worth of damage. Or to put it another way one for which they have to spend four healing surges to recover back to full hit points. And this happens fairly frequently in my experience (normally for one or two PCs).</p><p></p><p>So. If we're saying that a specific PC has spent four healing surges, which classes is this likely to hurt? (Other than the Vampire, of course...) If we assume that most people have a Con-mod of +1 then any class with 6+con mod healing surges that goes down in the course of a fight uses over half their healing surges for the single fight. First most of the controllers (other than druids, bladesingers, and possibly seekers which have 7 and are all pretty unpopular IME). Second, most of the strikers and especially most of the popular ones - rangers, rogues, warlocks, sorcerors have 6+con mod. So in a hard fight these classes commonly spend <em>more than half their surges</em> recovering.</p><p></p><p>So no, you aren't right even if you think attrition doesn't mount up from fight to fight. There are plenty of classes that can spend more than half their surges on one tough fight - and you can readily go over four surges spent for one fight if you are taking focus fire.</p><p></p><p></p><p></p><p>I straight up disagree that 4e has more gamist logic rather than simply being a better gamist game.</p><p></p><p></p><p></p><p>You are strictly wrong here. <em>The combination of the two</em> is a reflection of your health - and a much better reflection of overall health than hit points.</p><p></p><p></p><p></p><p>This comes from the same assessment that the result of entering a combat on 1hp is the same as entering on 1000 hp if you don't get hit.</p><p></p><p></p><p></p><p>And here I'd argue that D&D 2E has <em>very D&D</em> <em>specific</em> stories that are associated with it. Ones that take into account things like Vancian Magic and hit points that appear in almost no other form of fiction anywhere (Vancian Magic doesn't even resemble the works of Jack Vance). 2e also is very different from 1e. 4e's stories are different from 2e's - but whereas 2e is suitable for D&D stories 4e is suitable for general action/adventure stories. Yes, unlearning was a problem for you and I'm not surprised. But once more I think that it's the change that's the difference, not that 4e is less flexible.</p><p></p><p></p><p></p><p>It's saying that you are presenting things as necessary consequences of the system rather than consequences of how the system meshes with your personal DMing style.</p><p></p><p>In the comment I was replying to you straight up say "healing surges, as currently presented, prevent attrition". They do not prevent attrition. They make attrition <em>less obvious</em>. The two are not the same and one single counter-example where they have not prevented attrition shows that they don't necessarily prevent attrition. I am such a counterexample.</p><p></p><p></p><p></p><p>I'll take strawmen for 10. </p><p></p><p></p><p></p><p>Including me here <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>"Just shifted tactics". Right. Your innocuous little statement here explodes your entire thesis. If you need to shift tactics because of attrition <em>then attrition is a very real thing that you are taking account of</em>. You have experienced attrition in the game. You have taken in character mitigating actions. You've changed tactics because people were no longer in a shape to take what would be their best tactics. You pull them off the front lines. <em>What more do you want?</em> The change to be due to a risk of death? <em>You did that</em>.</p><p></p><p>The result of attrition is that people do things differently than if there wasn't attrition. In 4e you do things differently due to attrition. You make sure the targets are differently protected. Any further claims you can possibly make that it doesn't exist should just be referred back to your own statement here.</p><p></p><p></p><p></p><p>How is this relevant?</p><p></p><p></p><p></p><p>Actually, no. That doesn't say what you think it does. Explicit monster rules were changed to do that. The white dragon for one thing breathes frost. The assassin's size changes. The assassin's defences change. The White Dragon <em>as written</em> is in no sense a cyborg assassin and you need to change actual rules text to make it such.</p><p></p><p></p><p></p><p>Doesn't mean that it hasn't changed. Merely that the <em>direct mechanical effect</em> is the same. Until people start responding to what they are actually doing which is approximated by numbers.</p><p></p><p></p><p></p><p>I've only ever run <em>Keep on the Borderlands</em> in D&D Next. It was a pretty terrible experience, especially with those rats.</p><p></p><p></p><p></p><p>Would you kindly stop accusing people of masturbation.</p><p></p><p></p><p></p><p>And people have the right to make accusations about themselves and not be rude that they don't about others.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6292761, member: 87792"] You mean that Healing Surges are [I]designed[/I] to be a finite resource and this is woven into 4e. Healing surges are, contrary to your assertions, designed and intended to allow attrition as you yourself admit here. You claim it's a cyclical argument. What you actually mean here is that it is true. And because it is true claims otherwise are strictly and unequivocally false. Now please stop making false statements. Because very few daily powers allow you to recover hit points? And because healing surges are never reduced by a hard fight? And because there are a lot of non-daily powers that grant [I]surgeless[/I] healing? In fact let's actually check your maths on "4e PCs very seldom have access to less healing because of a hard fight." We can fairly easily define a hard fight in 4e as one in which many PCs take more than their base hit points worth of damage. Or to put it another way one for which they have to spend four healing surges to recover back to full hit points. And this happens fairly frequently in my experience (normally for one or two PCs). So. If we're saying that a specific PC has spent four healing surges, which classes is this likely to hurt? (Other than the Vampire, of course...) If we assume that most people have a Con-mod of +1 then any class with 6+con mod healing surges that goes down in the course of a fight uses over half their healing surges for the single fight. First most of the controllers (other than druids, bladesingers, and possibly seekers which have 7 and are all pretty unpopular IME). Second, most of the strikers and especially most of the popular ones - rangers, rogues, warlocks, sorcerors have 6+con mod. So in a hard fight these classes commonly spend [I]more than half their surges[/I] recovering. So no, you aren't right even if you think attrition doesn't mount up from fight to fight. There are plenty of classes that can spend more than half their surges on one tough fight - and you can readily go over four surges spent for one fight if you are taking focus fire. I straight up disagree that 4e has more gamist logic rather than simply being a better gamist game. You are strictly wrong here. [I]The combination of the two[/I] is a reflection of your health - and a much better reflection of overall health than hit points. This comes from the same assessment that the result of entering a combat on 1hp is the same as entering on 1000 hp if you don't get hit. And here I'd argue that D&D 2E has [I]very D&D[/I] [I]specific[/I] stories that are associated with it. Ones that take into account things like Vancian Magic and hit points that appear in almost no other form of fiction anywhere (Vancian Magic doesn't even resemble the works of Jack Vance). 2e also is very different from 1e. 4e's stories are different from 2e's - but whereas 2e is suitable for D&D stories 4e is suitable for general action/adventure stories. Yes, unlearning was a problem for you and I'm not surprised. But once more I think that it's the change that's the difference, not that 4e is less flexible. It's saying that you are presenting things as necessary consequences of the system rather than consequences of how the system meshes with your personal DMing style. In the comment I was replying to you straight up say "healing surges, as currently presented, prevent attrition". They do not prevent attrition. They make attrition [I]less obvious[/I]. The two are not the same and one single counter-example where they have not prevented attrition shows that they don't necessarily prevent attrition. I am such a counterexample. I'll take strawmen for 10. Including me here :) "Just shifted tactics". Right. Your innocuous little statement here explodes your entire thesis. If you need to shift tactics because of attrition [I]then attrition is a very real thing that you are taking account of[/I]. You have experienced attrition in the game. You have taken in character mitigating actions. You've changed tactics because people were no longer in a shape to take what would be their best tactics. You pull them off the front lines. [I]What more do you want?[/I] The change to be due to a risk of death? [I]You did that[/I]. The result of attrition is that people do things differently than if there wasn't attrition. In 4e you do things differently due to attrition. You make sure the targets are differently protected. Any further claims you can possibly make that it doesn't exist should just be referred back to your own statement here. How is this relevant? Actually, no. That doesn't say what you think it does. Explicit monster rules were changed to do that. The white dragon for one thing breathes frost. The assassin's size changes. The assassin's defences change. The White Dragon [I]as written[/I] is in no sense a cyborg assassin and you need to change actual rules text to make it such. Doesn't mean that it hasn't changed. Merely that the [I]direct mechanical effect[/I] is the same. Until people start responding to what they are actually doing which is approximated by numbers. I've only ever run [I]Keep on the Borderlands[/I] in D&D Next. It was a pretty terrible experience, especially with those rats. Would you kindly stop accusing people of masturbation. And people have the right to make accusations about themselves and not be rude that they don't about others. [/QUOTE]
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