JamesonCourage
Adventurer
Currently. More than the HP system does currently. I said, "shouldn't it take months to recover? No, weeks? Days?" In 3.X and previous editions, some wounds took days or weeks to recover.Any of the above, sure. Any of those goes along with an attempt to model wounds, which is more than the HP system does.
Currently. It's not backing me up currently. If the wound takes 10 days to heal, I feel like it's backing me up to some degree. The wound takes a while, but the hero presses on without penalty. He's a hero, after all. If you can get a second wind, you can press on without penalties. This is right up the modern fantasy-genre's ally, which is what I've been asking for support with. It doesn't need to be realistic. I'm getting heroism applied to the "second wind" mechanic but not HP (getting physically wounded but not taking penalties). I don't know why that is.Basically, what I'm getting at is that with or without surges, if you want to roleplay having a wound greater than scrapes, bruises or being winded, so, any major or even moderate wound, and actually have the wound matter instead of being heroically ignored, the HP system isn't backing you up.
I think the implementation is what needs improvement. Like I said, I don't mind the character pushing through injury to perform heroic feats. I enjoy that in modern fantasy, and I'd like to see it in the game.Healing and surges are strongly tied, to be sure. But if one were to take a scalpel and remove surges from 4e, HP would still come back entirely with an extended rest. That happens without the input of surges. By the same coin, as has been mentioned previously, to houserule in a change in the recovery rate of HP, surges or both would be easy, with few ripples in balance. Basically, if only the rate of HP/surge recovery is an issue, a hypothetical 5e could quite easily keep surges while reducing the recovery rate.
Recovery rates is the basis for modeling a long term injury: indeed, it's the trademark of that injury. Again, just like second wind, I have no problem with the hero pushing through and fighting without disability or penalty. My system handles it otherwise (it has the option for penalty or disability), but I don't expect that out of D&D.
And, like I mentioned, I don't like that healing is an internal source.
House rules are nice. You can use the disease track, or lower recovery rates for healing surges. However, I'd like base support in a system. Give me options. I'd like more options in the base rules, not in optional rules, not in house rules. If pressed, I'll take them in optional rules in the core book, but I want as many rules that give me narrative options as possible to be the norm in a system. As always, play what you like
