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General Tabletop Discussion
*Pathfinder & Starfinder
How Do you Feel About Healing Surges? (Read First!)
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<blockquote data-quote="Arlough" data-source="post: 5897452" data-attributes="member: 79335"><p>I love healing surges, just dislike the nomenclature.</p><p>I think if they had been called something else, like "Stamina" or "Reserves" or "Life Force" then there would not have been so much hatred of them.</p><p>To me they are the real HP, and HP is just what you can pull together <em>now</em>.</p><p></p><p>As for the arguments against.</p><p style="margin-left: 20px">The 15 minute day.</p><p style="margin-left: 20px">The problem of the 15 minute day will, if you remove surges and daily powers, then that will just make it the X minute day where X is however long it takes to maximize power again. The groups that play 15 minute days are the same kind that found ways of doing so using wands of CLW and the such in earlier editions.</p></p> <p style="margin-left: 20px">Healing should be slow or magical only</p><p style="margin-left: 20px">Why? What if a group wants to play non-magic setting? What if nobody wants their job to consist of spamming healing?</p></p> <p style="margin-left: 20px">It isn't realistic</p><p style="margin-left: 20px">Given that this is usually paired with "Magical healing only", I find it quite peculiar. But, even if you have no magical healing, it is still realistic to have reserves. There are times when you do something that completely pushes your limits (like rock climbing or weight lifting or a physics final) and with a few minutes rest you can call up more reserves and push on. Unless of course you thing that HP is real wounds, to which I would point out that a sword is a very effective killing machine, and you are not going to survive multiple blows from one, so if HP is life, a sword remove 90% - 100% of your HP per hit.</p> </p><p></p><p>Now I agree with limiting in combat healing generally, because in combat healing allows for a game design that lends itself to either grind, or swingy TPK combat. I don't mind killing off my party, mind you, I just want it to be when I <em>choose</em> to murder them.</p></blockquote><p></p>
[QUOTE="Arlough, post: 5897452, member: 79335"] I love healing surges, just dislike the nomenclature. I think if they had been called something else, like "Stamina" or "Reserves" or "Life Force" then there would not have been so much hatred of them. To me they are the real HP, and HP is just what you can pull together [I]now[/I]. As for the arguments against. [INDENT]The 15 minute day. [INDENT]The problem of the 15 minute day will, if you remove surges and daily powers, then that will just make it the X minute day where X is however long it takes to maximize power again. The groups that play 15 minute days are the same kind that found ways of doing so using wands of CLW and the such in earlier editions.[/INDENT] Healing should be slow or magical only [INDENT]Why? What if a group wants to play non-magic setting? What if nobody wants their job to consist of spamming healing?[/INDENT] It isn't realistic [INDENT]Given that this is usually paired with "Magical healing only", I find it quite peculiar. But, even if you have no magical healing, it is still realistic to have reserves. There are times when you do something that completely pushes your limits (like rock climbing or weight lifting or a physics final) and with a few minutes rest you can call up more reserves and push on. Unless of course you thing that HP is real wounds, to which I would point out that a sword is a very effective killing machine, and you are not going to survive multiple blows from one, so if HP is life, a sword remove 90% - 100% of your HP per hit.[/INDENT][/INDENT] Now I agree with limiting in combat healing generally, because in combat healing allows for a game design that lends itself to either grind, or swingy TPK combat. I don't mind killing off my party, mind you, I just want it to be when I [I]choose[/I] to murder them. [/QUOTE]
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How Do you Feel About Healing Surges? (Read First!)
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