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I don't get the dislike of healing surges
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<blockquote data-quote="DEFCON 1" data-source="post: 5699205" data-attributes="member: 7006"><p>So the overwhelming opinion of most of you who keep posting is that hit points are not in fact completely just a tally of the amount of physical wounds you have taken. They are a combination of physical wounds AND bruising/fatigue/luck/dodging etc. etc.</p><p></p><p>Good. Glad we got that out of the way.</p><p></p><p>Now... to recover those 'hit points'... some of that 'healing' should therefore be from either long-term rest (letting the wounds re-knit themselves on their own) and magical spells/potions (which speed up the process). No problem. I'm right there with you.</p><p></p><p>However... SOME of that recovery should also come from just regaining breath, mopping the brow, resetting the armor, do a quick self-stitch of a superficial cut, maybe reset your own nose etc. Is this not correct? To cover all the bruising/fatigue/luck/dodging? All the things that the 'healing surge' mechanic is meant to represent?</p><p></p><p>So to be 'realistic' about it... a person should have to do both. Have some hit points just naturally return after a short break from combart <strong>AND</strong> get magical healing to close the wounds.</p><p></p><p>Now... *IF* D&D used the two track Vitality/Wound or Stun/Body system... then there we go! Problem solved. Vitality or Stun returns after some short period of time... Wound or Body returns either by magic or long-term rest. I'm right there with you, and agree that this would be a better way to mimic reality.</p><p></p><p>However... since D&D doesn't (and never had) these two tracks... the question is whether either method BY ITSELF is better than the other. Or even more to my point, are D&D combat mechanics <em>with a single track</em> so absurd and reality breaking that IT DOESN'T MATTER if either method is better than the other?</p><p></p><p>And that's all I've been saying. Is the whole enterprise of D&D combat just so stupid, absurd, and unrealistic that getting hung up on one particular aspect of it really worth the time? For some of you... apparently it is. But for me... I play the D&D combat 'game' as it is, and not worry about the narrative if it doesn't make a whole heap of sense. Because I find the 4E combat rules to work well and be fun. And if that means handwaving away the fact that I narrated a player taking a gouge to the face from an orc's axe, but after the fact the Warlord Inspiring Worded his wound close? Then so be it. Better that than to force that player to instead play a Cleric when he didn't want to just so the same exact game mechanic would be 'magical' in nature.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 5699205, member: 7006"] So the overwhelming opinion of most of you who keep posting is that hit points are not in fact completely just a tally of the amount of physical wounds you have taken. They are a combination of physical wounds AND bruising/fatigue/luck/dodging etc. etc. Good. Glad we got that out of the way. Now... to recover those 'hit points'... some of that 'healing' should therefore be from either long-term rest (letting the wounds re-knit themselves on their own) and magical spells/potions (which speed up the process). No problem. I'm right there with you. However... SOME of that recovery should also come from just regaining breath, mopping the brow, resetting the armor, do a quick self-stitch of a superficial cut, maybe reset your own nose etc. Is this not correct? To cover all the bruising/fatigue/luck/dodging? All the things that the 'healing surge' mechanic is meant to represent? So to be 'realistic' about it... a person should have to do both. Have some hit points just naturally return after a short break from combart [B]AND[/B] get magical healing to close the wounds. Now... *IF* D&D used the two track Vitality/Wound or Stun/Body system... then there we go! Problem solved. Vitality or Stun returns after some short period of time... Wound or Body returns either by magic or long-term rest. I'm right there with you, and agree that this would be a better way to mimic reality. However... since D&D doesn't (and never had) these two tracks... the question is whether either method BY ITSELF is better than the other. Or even more to my point, are D&D combat mechanics [I]with a single track[/I] so absurd and reality breaking that IT DOESN'T MATTER if either method is better than the other? And that's all I've been saying. Is the whole enterprise of D&D combat just so stupid, absurd, and unrealistic that getting hung up on one particular aspect of it really worth the time? For some of you... apparently it is. But for me... I play the D&D combat 'game' as it is, and not worry about the narrative if it doesn't make a whole heap of sense. Because I find the 4E combat rules to work well and be fun. And if that means handwaving away the fact that I narrated a player taking a gouge to the face from an orc's axe, but after the fact the Warlord Inspiring Worded his wound close? Then so be it. Better that than to force that player to instead play a Cleric when he didn't want to just so the same exact game mechanic would be 'magical' in nature. [/QUOTE]
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I don't get the dislike of healing surges
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