Healing Surges innate Blessed band aids

What something is called has nothing to do with what that something does (though it may have some effect on how others see said something. . . or how they see the namer).

D&D has always struggled with this. "damage" is expressed in hit points lost, Cure spells restore hit points, yet "Cure Light Wounds" was capable of restoring most mortally wounded people (ie 1st lvl NPCs) to full health! How is that "light"? Yet those same people could not be healed as fully from the much more powerful "Heal" spell.

You can't look at the name - you have to look at the mechanics.
 

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Derren said:
Which doesn't mean that everythin can or even must be completely unrealistic.
Imo 3E did. 4E doesn't anymore.

It's nice that you acknowledge that your opinion is, of course, absolutely subjective and not based on reasoning :)
 

Gentlegamer said:
I'd also like to note that Die Hard is cited in the hit points explanation in the HACKMASTER Player's Handbook. :)

I'd like to note that in HM you can get seriously hurt. The first game I ran had a pc get critted in the head by a fleshpecker :D. He got a skull fracture and was put into a coma for the rest of the game. good times, good times...
 

zoroaster100 said:
So far I really like the healing surge mechanic. One thing that had always really bugged me about previous editions of D&D is that you needed a divine spellcaster to have a decent party. Many players don't like playing religion based characters. Now if you happen to have a group of players and non want a cleric, it looks like it will be doable between a warlord and everyone's healing surges.

If they would have removed the arcane/divine split ala Arcana Evolved, they would have had any spellcaster capable of casting damage spells or heals. It's one of the sacred cows for D&D for many people tho. You still would have needed A caster to heal people, but it wouldn't have to always be a cleric. If you have a group of 5 and have a fighter, rogue, warlock, wizard, cleric and no arcane/divine split, suddenly you have 3 people capable of casting heals if needed.
 

Derren said:
Imo 3E did. 4E doesn't anymore.
So you had no problem with surviving 1000 ft. falls, getting zapped by lightning bolts over and over again, or surviving disintegration, which can vaporize normal matter instantaneously? And grok the massive damage saves? If no, what about the following reasoning:

If you take 4E's hit points, add in all hit points you would get by adding the healing surges together - that's the actual or total hp of your character. Sure it's more than 3E, but 3E was also more than 2E - it's just a number after all.

Now, the hit points you have (without the healing surges added) are less - so see them as "massive damage threshold". If you get that much damage in a very short time (5 minutes), it's just too much for your body - given time, you can however access more of your hit points, just as in 3E a character who survived a massive damage save could use his other hit points as well.

However, right now, I have no concept how to grok the daily full restoration! :heh:

Though I'm sure you could, if you'd houserule a slower regain of healing surges. Though you'd need to give the players a way to regain them faster, just as divine healing "cheated" the 3E hp regain - by plainly saying "it's magic".

Cheers, LT.
 

Lord Tirian said:
So you had no problem with surviving 1000 ft. falls, getting zapped by lightning bolts over and over again, or surviving disintegration, which can vaporize normal matter instantaneously? And grok the massive damage saves? If no, what about the following reasoning:

If you take 4E's hit points, add in all hit points you would get by adding the healing surges together - that's the actual or total hp of your character. Sure it's more than 3E, but 3E was also more than 2E - it's just a number after all.

Now, the hit points you have (without the healing surges added) are less - so see them as "massive damage threshold". If you get that much damage in a very short time (5 minutes), it's just too much for your body - given time, you can however access more of your hit points, just as in 3E a character who survived a massive damage save could use his other hit points as well.

Yes, I have much less problems with PCs surviving ridiculous things than with PCs surviving ridiculous things and then regenerating.
 

Derren said:
IMO 3E did. 4E doesn't anymore.
3E and 4E's natural healing are both incredibly unrealistic and both wander in the realm of absurd.
3E is a little more realistic than 4E, but it's more like if both were trying to climb a mountain with a ladder, 4E is on the second step and 3E a couple steps higher.
If someone really wants realism, choosing D&D would make no sense.
If someone wants playability, 4E just makes a better job.
 

Derren said:
Yes, I have much less problems with PCs surviving ridiculous things than with PCs surviving ridiculous things and then regenerating.

Doesn't have to be regeneration. Roleplay an explanation. Remember, HP does not directly relate to physical damage in 4E, nor did it really in 3E.
 

Derren said:
... and then regenerating.
It's your own interpretation of the rules. I don't remember reading in the previews that characters regenarate their wounds, they just regain their Hit Points. One thing has nothing to do with the other.
 

Derren said:
Yes, I have much less problems with PCs surviving ridiculous things than with PCs surviving ridiculous things and then regenerating.
So it's mainly the name "healing surges"? Would you grok them better, if they're called something like "reserve points" or "Kraftreserven" (well, it's a nice German word - the translation is worse - "power reserves")?

Cheers, LT.
 

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