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Healing Surges innate Blessed band aids
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<blockquote data-quote="Cadfan" data-source="post: 4154392" data-attributes="member: 40961"><p>I believe the OP is a bit confused.</p><p></p><p>"Healing surges" are just a game mechanic that designates approximately how much hit point damage (and other healing, probably) a character can obtain in approximately one day. They don't just randomly heal you. Something has to trigger them. An example of something that triggers a healing surge is a heal check from someone trained in first aid. Another is a magical spell of healing.</p><p></p><p>Healing surges do two things for the game. First, they make healing (primarily) dependent on the recipient instead of the healer. I am very much in favor of this, as it never made sense to me that a spell like "cure light wounds" would have so much more of an effect (in terms of hit point percentages) on a low level character than a high level one. Second, they provide a maximum amount that healing can repair. Magical healing is no longer an infinite wellspring of recovery. This means that your characters will most likely seek to stop adventuring when they are "tired" and "wounded" rather than just out of magic, like in 3e. This is aesthetically more pleasing to me.</p><p></p><p>The OP seems to be thinking of "second winds," which is one of the things that can trigger a healing surge. Its not entirely clear how often you get these, but it seems to be about once per fight. You may be able to use them between fights, although its not clear how this interacts with the rules for the Heal skill. I highly doubt that the OP is correct in his belief that no other RPG permits characters to recover a bit by taking a momentary breather, but in any case, the OP is certainly incorrect in claiming that characters can now infinitely heal themselves with second winds. Obviously they cannot- that is the whole purpose of having finite healing surges in the first place.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4154392, member: 40961"] I believe the OP is a bit confused. "Healing surges" are just a game mechanic that designates approximately how much hit point damage (and other healing, probably) a character can obtain in approximately one day. They don't just randomly heal you. Something has to trigger them. An example of something that triggers a healing surge is a heal check from someone trained in first aid. Another is a magical spell of healing. Healing surges do two things for the game. First, they make healing (primarily) dependent on the recipient instead of the healer. I am very much in favor of this, as it never made sense to me that a spell like "cure light wounds" would have so much more of an effect (in terms of hit point percentages) on a low level character than a high level one. Second, they provide a maximum amount that healing can repair. Magical healing is no longer an infinite wellspring of recovery. This means that your characters will most likely seek to stop adventuring when they are "tired" and "wounded" rather than just out of magic, like in 3e. This is aesthetically more pleasing to me. The OP seems to be thinking of "second winds," which is one of the things that can trigger a healing surge. Its not entirely clear how often you get these, but it seems to be about once per fight. You may be able to use them between fights, although its not clear how this interacts with the rules for the Heal skill. I highly doubt that the OP is correct in his belief that no other RPG permits characters to recover a bit by taking a momentary breather, but in any case, the OP is certainly incorrect in claiming that characters can now infinitely heal themselves with second winds. Obviously they cannot- that is the whole purpose of having finite healing surges in the first place. [/QUOTE]
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Healing Surges innate Blessed band aids
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