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General Tabletop Discussion
*TTRPGs General
Hit Points & Healing Surges Finally Explained!
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<blockquote data-quote="roguerouge" data-source="post: 4628863" data-attributes="member: 13855"><p>The derision is towards the concept that a podcast from an authority figure can magically solve every problem, as was the general trend of this thread. The reference was towards how people were imagining Mearls as the solver of all problems, not towards the man himself. I'm sorry that was unclear in my writing. Better done, sir?</p><p></p><p>I have a lot more respect for posters who make their arguments without appeals to authority figures, as has been done on this thread. Change my mind for me. Don't say that I should change my mind because of what a VIP says. Consider it the CN side of me coming out. </p><p></p><p>As far as the many posts on this topic in response to mine, all I can say is that yes: hit points are abstract; they don't model real world damage well; they're not intended to model real world damage well in service towards a good time. I agree with you on all of that. They're part of suspending disbelief. Healing spells allow me to suspend that disbelief because they provide a narrative hook that explains much and what they don't explain gets covered up, precisely because it is very rare for PCs to rely on natural healing to do much of the work at all. What spells don't explain, they cover up in real game experience. </p><p></p><p>I get the point of healing surges, which is to make the cleric requirement go away (a necessity which IMHO has always been over-stated). That is, indeed, a good thing. So, healing surges are foundational in the same way that healing spells are. But the conceptual difficulties of hit points are no longer swept under the rug by the "it's magic" explanation and the rarity of natural healing. Now, the idea that mere words can "heal" me from dying or a wound rubs my nose in all of the weaknesses of the system, rather than elegantly explained away by two complementary mechanics from the founders of the game. </p><p></p><p>The GSL snafus, the money investment (DMs spend 2K on gaming materials on average), and my profound distrust in WotC's ability to write a module or an adventure path are the reasons why I won't play 4E. While I find the nap or inspiring words mechanic unconvincing and a primary target for house-ruling, don't get the impression that convincing me that healing surges are super is going to convince me to play 4e.</p></blockquote><p></p>
[QUOTE="roguerouge, post: 4628863, member: 13855"] The derision is towards the concept that a podcast from an authority figure can magically solve every problem, as was the general trend of this thread. The reference was towards how people were imagining Mearls as the solver of all problems, not towards the man himself. I'm sorry that was unclear in my writing. Better done, sir? I have a lot more respect for posters who make their arguments without appeals to authority figures, as has been done on this thread. Change my mind for me. Don't say that I should change my mind because of what a VIP says. Consider it the CN side of me coming out. As far as the many posts on this topic in response to mine, all I can say is that yes: hit points are abstract; they don't model real world damage well; they're not intended to model real world damage well in service towards a good time. I agree with you on all of that. They're part of suspending disbelief. Healing spells allow me to suspend that disbelief because they provide a narrative hook that explains much and what they don't explain gets covered up, precisely because it is very rare for PCs to rely on natural healing to do much of the work at all. What spells don't explain, they cover up in real game experience. I get the point of healing surges, which is to make the cleric requirement go away (a necessity which IMHO has always been over-stated). That is, indeed, a good thing. So, healing surges are foundational in the same way that healing spells are. But the conceptual difficulties of hit points are no longer swept under the rug by the "it's magic" explanation and the rarity of natural healing. Now, the idea that mere words can "heal" me from dying or a wound rubs my nose in all of the weaknesses of the system, rather than elegantly explained away by two complementary mechanics from the founders of the game. The GSL snafus, the money investment (DMs spend 2K on gaming materials on average), and my profound distrust in WotC's ability to write a module or an adventure path are the reasons why I won't play 4E. While I find the nap or inspiring words mechanic unconvincing and a primary target for house-ruling, don't get the impression that convincing me that healing surges are super is going to convince me to play 4e. [/QUOTE]
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