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Healing Surges innate Blessed band aids
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<blockquote data-quote="kennew142" data-source="post: 4155443" data-attributes="member: 18490"><p>Some players and GMs want to put a fairly broad concept such as hit points into a very small and tightly constrained box. This isn't very useful for the purposes of gaming, but it's very convenient if you want to spend time arguing about much a game sucks.</p><p></p><p>Hit points in D&D have never represented merely physical trauma. Some GMs will claim, <em>but in my game I've always described hit point loss as gaping chest wounds</em>. Nevertheless, this contitutes a house rules those GMs have been using. Just because the concept of healing surges doesn't work with your own particular house rules, doesn't mean that it doesn't work with D&D's definition of hit points.</p><p></p><p>I'm aware that the mechanics of earlier editions haven't been very good at reflecting the in game definition of hit points. I'm just relieved that 4e edition will finally have mechanics that reflect that definition.</p><p></p><p>Even so, there have been many very good explanations in this thread for how to explain healing surges in the context of actual physical wounds. It won't work if you're insistent that every hit that drops a character to negative hit points represents a wound that requires either magical healing or several days of bed rest, but it works just fine if you describe every hit as causing tissue damage. </p><p></p><p>Healing surges only equal regeneration if that's the definition you choose to assign them. The rules so far haven't defined them in that way. Numerous other explanations have been provided by several clever posters in this thread. IMO continuing to argue that healing surges must be a form of regeneration reflects either a lack of imagination - or simple intransigence in pursuit of argumentation.</p></blockquote><p></p>
[QUOTE="kennew142, post: 4155443, member: 18490"] Some players and GMs want to put a fairly broad concept such as hit points into a very small and tightly constrained box. This isn't very useful for the purposes of gaming, but it's very convenient if you want to spend time arguing about much a game sucks. Hit points in D&D have never represented merely physical trauma. Some GMs will claim, [I]but in my game I've always described hit point loss as gaping chest wounds[/I]. Nevertheless, this contitutes a house rules those GMs have been using. Just because the concept of healing surges doesn't work with your own particular house rules, doesn't mean that it doesn't work with D&D's definition of hit points. I'm aware that the mechanics of earlier editions haven't been very good at reflecting the in game definition of hit points. I'm just relieved that 4e edition will finally have mechanics that reflect that definition. Even so, there have been many very good explanations in this thread for how to explain healing surges in the context of actual physical wounds. It won't work if you're insistent that every hit that drops a character to negative hit points represents a wound that requires either magical healing or several days of bed rest, but it works just fine if you describe every hit as causing tissue damage. Healing surges only equal regeneration if that's the definition you choose to assign them. The rules so far haven't defined them in that way. Numerous other explanations have been provided by several clever posters in this thread. IMO continuing to argue that healing surges must be a form of regeneration reflects either a lack of imagination - or simple intransigence in pursuit of argumentation. [/QUOTE]
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