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<blockquote data-quote="FireLance" data-source="post: 5970258" data-attributes="member: 3424"><p>Not to mention, healing surges (basic ideas: hit point recovery as a percentage of total hit points, daily limit to the number of times you can benefit from <u>most</u>, but not <u>all</u>, methods of hit point recovery) and non-magical hit point recovery (e.g. recovering hit points after a short rest, second wind, the warlord's <em>inspiring word</em>) are actually quite distinct. 4e has both, but you can have one without the other*, and it seems unfair to me to blame one for the perceived shortcomings of the other. That's a whole load of other, painfully long threads, though. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>EDIT: * To elaborate: remove the ability to recover hit points after a short rest, the second wind action, and the warlord class, and you can have healing surges without non-magical hit point recovery. Every character still has healing surges, but he can only access them through magical means such as a cleric's <em>healing word</em>, a bard's <em>majestic word</em> or a magic item such as a <em>potion of healing</em>. Remove healing surges and you can still have a second wind mechanic (as in Star Wars Saga Edition) and non-magical hit point recovery during a short rest (as in the 5e preview, although you still need a healer's kit, and Hit Dice can be considered healing surges lite), and <em>inspiring word</em> can be limited on a uses per day basis (like spells and other special abilities).</p></blockquote><p></p>
[QUOTE="FireLance, post: 5970258, member: 3424"] Not to mention, healing surges (basic ideas: hit point recovery as a percentage of total hit points, daily limit to the number of times you can benefit from [U]most[/U], but not [U]all[/U], methods of hit point recovery) and non-magical hit point recovery (e.g. recovering hit points after a short rest, second wind, the warlord's [I]inspiring word[/I]) are actually quite distinct. 4e has both, but you can have one without the other*, and it seems unfair to me to blame one for the perceived shortcomings of the other. That's a whole load of other, painfully long threads, though. ;) EDIT: * To elaborate: remove the ability to recover hit points after a short rest, the second wind action, and the warlord class, and you can have healing surges without non-magical hit point recovery. Every character still has healing surges, but he can only access them through magical means such as a cleric's [I]healing word[/I], a bard's [I]majestic word[/I] or a magic item such as a [I]potion of healing[/I]. Remove healing surges and you can still have a second wind mechanic (as in Star Wars Saga Edition) and non-magical hit point recovery during a short rest (as in the 5e preview, although you still need a healer's kit, and Hit Dice can be considered healing surges lite), and [I]inspiring word[/I] can be limited on a uses per day basis (like spells and other special abilities). [/QUOTE]
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