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I don't get the dislike of healing surges
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<blockquote data-quote="Oryan77" data-source="post: 5697476" data-attributes="member: 18701"><p>Wanting to use a rule <strong>to</strong> explain something narritavely (HP loss = physical damage) is much easier for me than <strong>wanting</strong> to use a rule (healing surges) and needing to figure out a way to explain its existence narritavely (Fighters can heal, so HP loss is more than just physical damage). Not only that, but then I need to implement another rule (can only use it once per encounter) and once again, figure out a way to explain "why" narratively.</p><p></p><p>Mechanically & narratively, the only time I could use a Healing Surge to represent the fact that I'm <em>healing physical damage</em> (by bandaging) would be <em>after</em> a battle. </p><p></p><p>Mechanically, a Second Wind (1 action) is faster than pulling out a bandage & wrapping it (2 move actions). So it's breaking the rules if I'm supposedly tending to physical damage.</p><p></p><p>Narratively, I don't imagine I could bandage a life threatening wound in 6 seconds (1 action). And if it isn't a life threatening wound, then why would I bandage it during combat (use a healing surge)? If my death is from many smaller wounds, then how would I have treated those wounds with a single Heal Surge (1 action) before I die?</p><p></p><p>Therefore, the damage can't be physical damage. In that regard, my Fighter should never die when reaching -10 HP. All of that damage would be related to the "skill, luck, and resolve" explanations for what HPs represent, or "stun damage or walking it off damage" to explain it narratively.</p><p></p><p>My point is, an unidentified percentage of physical damage has to be assumed if you die by a loss of HPs. We identify the point of death (-10 HP), so what's the difference identifying the percentage of physical damage taken? </p><p></p><p>It's just a rule put in place to cater to a certain playstyle cause it's convenient. I like convenience, but not if it doesn't come with a believable explanation.</p></blockquote><p></p>
[QUOTE="Oryan77, post: 5697476, member: 18701"] Wanting to use a rule [B]to[/B] explain something narritavely (HP loss = physical damage) is much easier for me than [B]wanting[/B] to use a rule (healing surges) and needing to figure out a way to explain its existence narritavely (Fighters can heal, so HP loss is more than just physical damage). Not only that, but then I need to implement another rule (can only use it once per encounter) and once again, figure out a way to explain "why" narratively. Mechanically & narratively, the only time I could use a Healing Surge to represent the fact that I'm [I]healing physical damage[/I] (by bandaging) would be [I]after[/I] a battle. Mechanically, a Second Wind (1 action) is faster than pulling out a bandage & wrapping it (2 move actions). So it's breaking the rules if I'm supposedly tending to physical damage. Narratively, I don't imagine I could bandage a life threatening wound in 6 seconds (1 action). And if it isn't a life threatening wound, then why would I bandage it during combat (use a healing surge)? If my death is from many smaller wounds, then how would I have treated those wounds with a single Heal Surge (1 action) before I die? Therefore, the damage can't be physical damage. In that regard, my Fighter should never die when reaching -10 HP. All of that damage would be related to the "skill, luck, and resolve" explanations for what HPs represent, or "stun damage or walking it off damage" to explain it narratively. My point is, an unidentified percentage of physical damage has to be assumed if you die by a loss of HPs. We identify the point of death (-10 HP), so what's the difference identifying the percentage of physical damage taken? It's just a rule put in place to cater to a certain playstyle cause it's convenient. I like convenience, but not if it doesn't come with a believable explanation. [/QUOTE]
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I don't get the dislike of healing surges
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