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*Pathfinder & Starfinder
Healing surges with a nod towards simulation
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<blockquote data-quote="the Jester" data-source="post: 5710740" data-attributes="member: 1210"><p>Err... this pretty much completely rewrites surges into a totally different system.</p><p></p><p>Granted, tl;dr, so I only skimmed, but it looks like you run out of hit points pretty easily, have a harder time recovering in combat and are unable to fully recover between encounters. Also, extended rests no longer completely heal you.</p><p></p><p>In other words, this rolls back all the things that make surges good (IMHO) and turns them into a wound/vitality system, which is fine if that's what you are after, but it looks like it misses the point of healing surges to me.</p><p></p><p>The point, imho, is to allow the pcs to forge ahead by allowing them to be "at full" when it's time for a new encounter. This system fails to encourage that, and goes back to encouraging a one-encounter day (so you don't get killed by a wandering monster at night or an ambush).</p><p></p><p>While I appreciate the cognitive issues with surges and prefer a surgeless, old-skool system myself, if you're going to have surges at all it's worth keeping an eye on why they work like they do, and trying to keep the end goals the same. Again, IMHO.</p></blockquote><p></p>
[QUOTE="the Jester, post: 5710740, member: 1210"] Err... this pretty much completely rewrites surges into a totally different system. Granted, tl;dr, so I only skimmed, but it looks like you run out of hit points pretty easily, have a harder time recovering in combat and are unable to fully recover between encounters. Also, extended rests no longer completely heal you. In other words, this rolls back all the things that make surges good (IMHO) and turns them into a wound/vitality system, which is fine if that's what you are after, but it looks like it misses the point of healing surges to me. The point, imho, is to allow the pcs to forge ahead by allowing them to be "at full" when it's time for a new encounter. This system fails to encourage that, and goes back to encouraging a one-encounter day (so you don't get killed by a wandering monster at night or an ambush). While I appreciate the cognitive issues with surges and prefer a surgeless, old-skool system myself, if you're going to have surges at all it's worth keeping an eye on why they work like they do, and trying to keep the end goals the same. Again, IMHO. [/QUOTE]
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Healing surges with a nod towards simulation
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