Hit Points & Healing Surges Finally Explained!

I suppose there can never be a real "settlement" of the issue.

I do not like reliance on healing magic and magical items in a combat system (at least not in an action-heavy system like D&D). So I will always prefer a very abstract way of handling injury over a more realistic one. I also don't like to be bogged down in minutiae. (Oh dear, I just remember some optional Shadowrun rules for implanting cyberware and healing damage from 3E. Extra rolls and accounting for - what exactly? Making implanatation harder? As if magic wasn't already powerful...)

The 4E combat system still allows me to treat hit points as a resource - just in form of healing surges instead of hit points. It also allows me to treat your "max hit points" as a kind of encounter resource, making combat outcomes more predictable for the DM and the players if everyone starts at (nearly) full hit points.
I like that. I am not sure on the current GNS terms (I never will be, I suppose), but I think that is "Gamist" in that i want a mechanic that introduces a way to challenge me or measure my progress in a challenge. (Spend little healing surges, I did well, spend a lot, I didn't)

Overall, healing surges have a very similar effect to 3E hit points and reliance on magical items or casters to heal. 3E creates a world where every smart party buys Wands of Cure Light Wounds to heal itself up. 4E creates a world where this doesn't happen. Unfortunately, it doesn't tell us what happens at all. But I prefer this kind of "uncertainty" about the certainty that it are Curesticks the party uses to heal itself and that the party will have a Cleric to do the quick healing in combat.
I also do not play in a Sandbox where it might matter how long it takes to cure yourself out completely, or how I ensure that I feel faster.

And the point where I can just "give up" is that others just see this different, they have different priorities, they have their sandboxes where they need to know how long the party will rest after their last excursion.
They want the game to tell them what happens, it doesn't feel believable otherwise for them, or it might even ignore a potential aventue for a "challenge" (ensure that you get healed fast enough to go after the next plot hook before its too late or something.).
I could live with that if the result don't constrain my fluff too much. But the more precise such a game system is in saying what it does, the more precise is it in shaping the game world. And I do not expect this to happen with D&D. I like the flexibility to say that there are no Clerics or Curesticks in a campaign and still run through a lot of combat encounters.

What I think is that the 4E system can be modified a lot without breaking the entire system. You can introduce healing surges that regenerate slowly (Recharge Rolls, Rest Points, whatever.) You can change the "below 0" hp rules and introduce powers and rituals to deal with "seriously injured characters".
 

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I never had a problem with wands of CLW for several simple reasons:

1) I never DMed a cleric that could craft wands.
2) I didn't allow wands to be purchased.
3) Wands and there charges were thus rare, valuable, and conserved by my players.
This seems to be a pretty basic assumption of a lot of folks who've been playing since the 1e days. Magic is rare, you can't buy it, and you should treasure every bit you can acquire. I know it's my mindset for my 1e game.

As I read 3e, though, that's not the default assumption. In fact, given wealth-by-level guidelines, I'd argue that it will cause problems with the game as written. ("Problems" simply meaning "The DM will need to make adjustments" not "The game will self-destruct")

I don't think either of us have evidence one way or another, though, so I'll agree to disagree with you. (I also won't exactly trust an ENWorld poll, given the very recent post that shows a plurality of posters here have been playing for over 20 years. :))

And, after hearing about all the horror stories of CLW abuse, if I were running a 3rd edition campaign in the future, I'd simply elimenate all divine wands from the campaign.
And boom! Here's where I hit a brick wall again. I don't see any difference between house-ruling the wand rules under 3e; and either slowing down healing, or adding a magic extended rest widget in 4e.

As far as I'm concerned, if you are willing to house-rule one, why should you be unwilling to house-rule the other? Or, more to the point, why is it okay to solve perceived problems in 3e via a houserule, but not okay to solve perceived problems in 4e via a houserule?

-O
 

But with this concept the only real "smart" option is to keep a magic healer on hand. So a party must always have the magic healer. Or access to the magic healer.

Even if they have healing surges, if they come back at a slow rate, the only sane option would be to have a magic healer on hand or close by to avoid being waylaid for a lengthy time.

This in my opinion cuts down on the type of stories my group and I can play out.

Agree 100%. One thing I've always strongly disliked about D&D is the *requirement* for a dedicated healer. If no one wanted to make a fighter, or a mage, or a rogue, well you'd be in a disadvantage in places but could certainly muddle through. No cleric - you might as well not leave the village, unless you favor the idea of having a couple of fights then coming back for a week or so. That just isn't an option for the games that I (and I believe most people) want to run.

Also default 3e assumed commoditized magic. Wands of cure light wounds should be available in every decent sized temple. The game assumes characters will have X resources and can spend them as they please, including on disposable magic items like wands and potions.
 

I certainly find the idea of healing surges to have better verisimilitude than 'we wave a magic stick over our bodies and make our wounds vanish every fifteen minutes.'
Well, I hope you have a good time this weekend. :) Like I said, I doubt it will be your favorite game ever, but I hope you find it a nice diversion. I think you'll find it a lot closer to BtVS than 3e is. :)

-O
 

How often do you think wands of CLW (especially used abusively) were disregarded compared to disregarding healing surges and long rests? How dispensible do you think wands of CLW are compared to dispensing with healing surges and long rests?

I never had a problem with wands of CLW for several simple reasons:

1) I never DMed a cleric that could craft wands.
2) I didn't allow wands to be purchased.
3) Wands and there charges were thus rare, valuable, and conserved by my players.

And, after hearing about all the horror stories of CLW abuse, if I were running a 3rd edition campaign in the future, I'd simply elimenate all divine wands from the campaign.
But it's not abuse if it leads to entertaining play. And that it did. You just had to carry a Cleric with you most of the time. That was the non-entertaining part. But waiting 2-4 days to heal up again wasn't fun either for those guys. If 4E had 3E hit points but no Wands of Cure Light Wounds, I would dislike it a lot. And had it kept both in it, I'd be very disappointed.
 

Reading this I have to wonder if you have actually read the thread.

HP ARE ABSTRACT

THIS DOES NOT MEAN THERE IS NO IN GAME EXPLANATION BUT THAT THE EXPLANATION IS TAILORED TO FIT THE SITUATION
Reading this I have to wonder if you have actually read Jeff Wilder's posts.

I disagree with him, but I can see where he's coming from. This post was just rude and dismissive.
 

I certainly find the idea of healing surges to have better verisimilitude than 'we wave a magic stick over our bodies and make our wounds vanish every fifteen minutes.'

I've highlighted what I consider to be the significant word in your sentence - are you saying that you find it more realistic that in a fantasy game someone would heal naturally completely overnight than it would be to have someone healed by a magic item?
 

Of course this very much varied by edition.

3e IIRC had you heal HP equal to your level every day if you were reasonably rested. You could go from nearly dead to perfectly fine in a matter of a few days while sitting in a field receiving no assistance whatsoever.

I struggle so see how this is more realistic or simulationist or assisting in versimilitude than, well, anything really. If modelling long term injury or realistic damage is your thing then no version of D&D is really a great choice for doing it.

I'm not so sure myself. I'm thinking that even though 4e's speed is to me just as unrealistic as 3e's (and earlier) speed if you consider it physical damage, to some the fact that there was at least a nod towards "it takes time to heal wounds" in prior editions was enough.

For them I guess 4e just doesn't even have the nod... so they don't like it?

Maybe since I've never played any edition 100% as written stuff like this doesn't bother me as much? (And especially since I fidn 4e so easy to mod...)
 

I've highlighted what I consider to be the significant word in your sentence - are you saying that you find it more realistic that in a fantasy game someone would heal naturally completely overnight than it would be to have someone healed by a magic item?
I think you'll note the word "realistic" was avoided. Verisimilitude was mentioned, not realism.
 

Reading this I have to wonder if you have actually read the thread.

HP ARE ABSTRACT

THIS DOES NOT MEAN THERE IS NO IN GAME EXPLANATION BUT THAT THE EXPLANATION IS TAILORED TO FIT THE SITUATION


And you are out of the thread. You've been warned by a moderator already, and if you think that it is time to start "shouting" as well as being pretty rude (passive-aggressively) then it is time for you to be excused from this discussion.
 

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