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I don't get the dislike of healing surges
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<blockquote data-quote="billd91" data-source="post: 5697198" data-attributes="member: 3400"><p>On a narrative level, they take a dramatic event (the second wind) and turn it common place. I can take them in every fight, more than once with a little help. That feels too often to be dramatically bouncing back from trouble (unless that's your particular idiom as in the SWSE character investing in multiple chances to catch his second wind).</p><p></p><p>On a mechanical level, the shift of healing from external resource to internal causes problems. I like being able to pass my healing potion to another character who has had a few unlucky breaks in the course of a fight. If he's out of surges, I can't do that because the healing runs off his own internal resource. You can't concentrate the healing like you could in previous editions. In the game we're playing, the wizard almost never taps his surges while the rogue, paladin, and ranger are doing so all the time. The wizard's healing resource is wasted because it's not used nor can it be transferred while the others are over-taxed and hard to supplement. The only thing about healing someone and surges that I like is the way a paladin's laying on of hands uses his own surge to help someone else. That's a nice touch. The paladin sacrifices his own durability to help someone else... of course it's kind of spoiled by giving him more surges in the first place to compensate for it, undercutting the magnitude of the sacrifice.</p><p></p><p>I also think that, as far as campaign and resource management goes, they serve to bring back pressure toward a short adventuring day in an area 3x had largely fixed away from that tendency. Healing was cheap in 3x in the form of cure light wounds wands, level-based additions to healing spells, and spontaneous healing. Parties could go a <strong>long</strong> time compared to 1e and 2e with their more limited healing.</p><p></p><p>If I were to revise healing in 4e, I'd utterly divorce magical healing from using the healing surges of the target creature. That's a minimum. If I were to beyond just healing, I'd ditch most daily powers (certainly all the martials), ditch the current use of action points, and come up with some kind of dramatic narrative pool for characters that could be used to gain an extra action, push an encounter power up to an extraordinary level of success (replacing daily powers), push use of a skill to an extraordinary level, make a save, or gain a second wind in a fight.</p></blockquote><p></p>
[QUOTE="billd91, post: 5697198, member: 3400"] On a narrative level, they take a dramatic event (the second wind) and turn it common place. I can take them in every fight, more than once with a little help. That feels too often to be dramatically bouncing back from trouble (unless that's your particular idiom as in the SWSE character investing in multiple chances to catch his second wind). On a mechanical level, the shift of healing from external resource to internal causes problems. I like being able to pass my healing potion to another character who has had a few unlucky breaks in the course of a fight. If he's out of surges, I can't do that because the healing runs off his own internal resource. You can't concentrate the healing like you could in previous editions. In the game we're playing, the wizard almost never taps his surges while the rogue, paladin, and ranger are doing so all the time. The wizard's healing resource is wasted because it's not used nor can it be transferred while the others are over-taxed and hard to supplement. The only thing about healing someone and surges that I like is the way a paladin's laying on of hands uses his own surge to help someone else. That's a nice touch. The paladin sacrifices his own durability to help someone else... of course it's kind of spoiled by giving him more surges in the first place to compensate for it, undercutting the magnitude of the sacrifice. I also think that, as far as campaign and resource management goes, they serve to bring back pressure toward a short adventuring day in an area 3x had largely fixed away from that tendency. Healing was cheap in 3x in the form of cure light wounds wands, level-based additions to healing spells, and spontaneous healing. Parties could go a [b]long[/b] time compared to 1e and 2e with their more limited healing. If I were to revise healing in 4e, I'd utterly divorce magical healing from using the healing surges of the target creature. That's a minimum. If I were to beyond just healing, I'd ditch most daily powers (certainly all the martials), ditch the current use of action points, and come up with some kind of dramatic narrative pool for characters that could be used to gain an extra action, push an encounter power up to an extraordinary level of success (replacing daily powers), push use of a skill to an extraordinary level, make a save, or gain a second wind in a fight. [/QUOTE]
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I don't get the dislike of healing surges
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