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I don't get the dislike of healing surges
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<blockquote data-quote="Aberzanzorax" data-source="post: 5698060" data-attributes="member: 64209"><p><strong>Hit points across several editions, and curing:</strong></p><p></p><p>Hit points across editions, and curing:</p><p> </p><p><strong>AD&D first edition phb, p34:</strong></p><p>"These hit points represent how much damage (actual or potential) the character can withstand before being killed. A certain amount of these hit points represent the actual physical punishment which can be sustained. The remainder, a significant prtion of hit points at higher levels, stands for skill, luck, and/or magical factors. A typical man-at-arms can take about 5 hit points of damage before being killed. Let us suppose that a 10th level fighter has 55 hit points, plus a bonus of 30 hit points for his constitution, for a total of 85 hit points... It is ridiculous to assume that even a fantastic fighter can take that much punishment...Thus, the majority of hit points are symbolic of combat skill, luck (bestowed by supernatural powers), and magical forces."</p><p> </p><p>Cure light wounds: "Upon laying his or her hand upon a creature, the cleric causes from 1 to 8 hit points of wound or other injury damage to the creature's body to be healed."</p><p> </p><p> </p><p><strong>AD&D 2nd edition Player's Handbook, page 138-139:</strong></p><p>"Sometimes, no degree of luck, skill, ability, or resistance to various attacks can prevent harm from coming to a character. The adventuring life carries with it unavoidable risks. Sooner or later a character is going to be hurt...Damage is subtracted from a character's (or creature's hit points. Should one of the player characters hit an ogre in the side of the head for 8 points of damage, those 8 points are subtraced from the ogre's total hit points. The damage isn't applied to the head, or divided among different areas of the body. Hit point loss is cumulative until a character ies or has a chance to heal his wounds." [A brief vignette follows and then a section entitled WOUNDS.] "When a character hits a monster, or vice versa, damage is suffered by the victim."</p><p> </p><p>Cure light wounds: "When casting this spell and laying his hand upon a creature, the priest causes 1d8 points of wound or other injury damage to the creature's body to be healed."</p><p> </p><p><strong>D&D 3.0 player's handbook page 127+128</strong></p><p>"Your hit points measure how hard you are to kill. While exotic monsters have a number of special ways to hurt, harm, or kill you, usually you just take damage and lose hit points."</p><p>"<strong>What hit points represent</strong>: Hit points mean two things in the game world: the ability to take physical punishment and keep going, and the ability to turn a serious blow into a less serious one. A 10th-level fighter who has taken 50 points of damage is not as badly hurt as a 10th-level wizard who has taken that much damage. Indeed, unless the wizard has a high constitution score, she's probably dead or dying, while the fighter is battered but otherwise doing fine. Why the difference? Partly because the fighter is better at rolling with the punches, protecting vital areas, and dodging just enough that a blow that would be fatal only wounds him. Partly because he's tough as nails. He can take damage that would drop a horse and still swing his sword with deadly effect. For some characters, hit points may represent divine favor or inner power. When a paladin survives a fireball, you will be hard pressed to convince bystanders that she doesn't have the favor of some higher power."</p><p> </p><p>glossary, p279: "Hit points (hp): A measure of character health or object integrity. Damage decreases current hit points, and lost hit points return with healing or natural recovery."</p><p> </p><p>cure light wounds: "When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (up to +5."</p><p> </p><p><strong>D&D 3.5 player's handbook, page 145</strong></p><p>(Basically the same as 3.0, but a shortened version)</p><p> </p><p>(glossary and cure light wounds are same as 3.0)</p><p> </p><p><strong>D&D 4e player's handbook, page 293</strong></p><p>"Over the course of a battle, you take damage from attacks. <strong>Hit points (hp)</strong> measure your ability to stand up to punishment, turn deadly strikes into glancing blows, and stay on your feet throughout a battle. Hit points represent more than physical endurance. They represent your character's skill, luck, and resolve-all the factors that combine to help you stay alive in a combat situation...Powers abilities and actions that restore are known as <strong>healing</strong>. You might regain hit points through rest, heroic resolve, or magic."</p><p>"Even in a heated battle, you can heal. You can heal yourself using your second wind,..."</p><p> </p><p>Cure light wounds: "You utter a simple prayer and gain the power to instantly heal wounds, and your touch momentarily suffuses you or a wounded creature with a dim silver light....The target regains hit points as if it had spent a healing surge."</p></blockquote><p></p>
[QUOTE="Aberzanzorax, post: 5698060, member: 64209"] [b]Hit points across several editions, and curing:[/b] Hit points across editions, and curing: [B]AD&D first edition phb, p34:[/B] "These hit points represent how much damage (actual or potential) the character can withstand before being killed. A certain amount of these hit points represent the actual physical punishment which can be sustained. The remainder, a significant prtion of hit points at higher levels, stands for skill, luck, and/or magical factors. A typical man-at-arms can take about 5 hit points of damage before being killed. Let us suppose that a 10th level fighter has 55 hit points, plus a bonus of 30 hit points for his constitution, for a total of 85 hit points... It is ridiculous to assume that even a fantastic fighter can take that much punishment...Thus, the majority of hit points are symbolic of combat skill, luck (bestowed by supernatural powers), and magical forces." Cure light wounds: "Upon laying his or her hand upon a creature, the cleric causes from 1 to 8 hit points of wound or other injury damage to the creature's body to be healed." [B]AD&D 2nd edition Player's Handbook, page 138-139:[/B] "Sometimes, no degree of luck, skill, ability, or resistance to various attacks can prevent harm from coming to a character. The adventuring life carries with it unavoidable risks. Sooner or later a character is going to be hurt...Damage is subtracted from a character's (or creature's hit points. Should one of the player characters hit an ogre in the side of the head for 8 points of damage, those 8 points are subtraced from the ogre's total hit points. The damage isn't applied to the head, or divided among different areas of the body. Hit point loss is cumulative until a character ies or has a chance to heal his wounds." [A brief vignette follows and then a section entitled WOUNDS.] "When a character hits a monster, or vice versa, damage is suffered by the victim." Cure light wounds: "When casting this spell and laying his hand upon a creature, the priest causes 1d8 points of wound or other injury damage to the creature's body to be healed." [B]D&D 3.0 player's handbook page 127+128[/B] "Your hit points measure how hard you are to kill. While exotic monsters have a number of special ways to hurt, harm, or kill you, usually you just take damage and lose hit points." "[B]What hit points represent[/B]: Hit points mean two things in the game world: the ability to take physical punishment and keep going, and the ability to turn a serious blow into a less serious one. A 10th-level fighter who has taken 50 points of damage is not as badly hurt as a 10th-level wizard who has taken that much damage. Indeed, unless the wizard has a high constitution score, she's probably dead or dying, while the fighter is battered but otherwise doing fine. Why the difference? Partly because the fighter is better at rolling with the punches, protecting vital areas, and dodging just enough that a blow that would be fatal only wounds him. Partly because he's tough as nails. He can take damage that would drop a horse and still swing his sword with deadly effect. For some characters, hit points may represent divine favor or inner power. When a paladin survives a fireball, you will be hard pressed to convince bystanders that she doesn't have the favor of some higher power." glossary, p279: "Hit points (hp): A measure of character health or object integrity. Damage decreases current hit points, and lost hit points return with healing or natural recovery." cure light wounds: "When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (up to +5." [B]D&D 3.5 player's handbook, page 145[/B] (Basically the same as 3.0, but a shortened version) (glossary and cure light wounds are same as 3.0) [B]D&D 4e player's handbook, page 293[/B] "Over the course of a battle, you take damage from attacks. [B]Hit points (hp)[/B] measure your ability to stand up to punishment, turn deadly strikes into glancing blows, and stay on your feet throughout a battle. Hit points represent more than physical endurance. They represent your character's skill, luck, and resolve-all the factors that combine to help you stay alive in a combat situation...Powers abilities and actions that restore are known as [B]healing[/B]. You might regain hit points through rest, heroic resolve, or magic." "Even in a heated battle, you can heal. You can heal yourself using your second wind,..." Cure light wounds: "You utter a simple prayer and gain the power to instantly heal wounds, and your touch momentarily suffuses you or a wounded creature with a dim silver light....The target regains hit points as if it had spent a healing surge." [/QUOTE]
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I don't get the dislike of healing surges
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