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I don't get the dislike of healing surges
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<blockquote data-quote="pemerton" data-source="post: 5703119" data-attributes="member: 42582"><p>I think "easiness to overlook" is probably in the eye of the beholder. I find the reconciliation of AD&D/3E healing with the standard model of AD&D/3E hitpoints hard. Whereas I find healing surges easy - and, in particular, I don't find them to be burst of regeneration.</p><p></p><p></p><p>I agree with this. And it is a good explanation of why the disparity, in AD&D and 3E, between the hit point model and the healing model, is not easy for me to overlook.</p><p></p><p></p><p>I'm not sure it's as bad as that. When I'm at full hit points but down half my surges, I've recovered from the immediate drain, stress and fatigue of combat, but my ability to carry on without rest is seriously impeded. I can probably only make one or two more big efforts like that and I'll be too tired to parry, and won't be able to get my reserves back just by taking a breather.</p><p></p><p></p><p></p><p></p><p>Or you can narrate it as something other than limbs being cut off, as something that heroic grit can overcome:</p><p></p><p></p><p></p><p></p><p>I agree with everything that DEFCON 1 says here. Don't narrate the PCs into injuries that the mechanics don't support.</p><p></p><p></p><p></p><p>What Hussar said.</p><p></p><p>Or, even, this: the wound was deep but the fighter, being heroic, got to his feet nevertheless. On a different day (in mechanical terms, if the death saves had come up differently, or the warlord had not been there), the fighter's heroism might have failed him and he would have failed to get to his feet, instead lying there and bleeding out as his soul is carried off by the Valkyries.</p><p></p><p>Yes. Of course, the heroes being heroes, said "damage" doesn't impede their performance.</p><p></p><p>As [MENTION=2198]Spatula[/MENTION] pointed out upthread, there are many facets to 4e's healing mechanics that are tending to be run together in this thread. The fact that all healing surges are recovered after a single extended rest is one distinct facet. It is obviously intended by the designers as an adventure pacing device. It makes next-to-no difference to the mechanical balance of the game to change this rule so that healing surges are recovered more slowly (say 1 per day for a 3E feel, or 1 per week for an AD&D feel). All this would do is change the adventure pacing, making it closer to the pacing of a 3E or AD&D in which natural healing is the only means of recovery.</p><p></p><p></p><p>Again, I think this may differ from person to person and table to table. I have no trouble roleplaying in a game with healing surges. And it does no damage to my suspension of disbelief. The idea that a hero can disregard an injury that might impede a lesser mortal is one that I think fits very easily into the heroic fantasy genre.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5703119, member: 42582"] I think "easiness to overlook" is probably in the eye of the beholder. I find the reconciliation of AD&D/3E healing with the standard model of AD&D/3E hitpoints hard. Whereas I find healing surges easy - and, in particular, I don't find them to be burst of regeneration. I agree with this. And it is a good explanation of why the disparity, in AD&D and 3E, between the hit point model and the healing model, is not easy for me to overlook. I'm not sure it's as bad as that. When I'm at full hit points but down half my surges, I've recovered from the immediate drain, stress and fatigue of combat, but my ability to carry on without rest is seriously impeded. I can probably only make one or two more big efforts like that and I'll be too tired to parry, and won't be able to get my reserves back just by taking a breather. Or you can narrate it as something other than limbs being cut off, as something that heroic grit can overcome: I agree with everything that DEFCON 1 says here. Don't narrate the PCs into injuries that the mechanics don't support. What Hussar said. Or, even, this: the wound was deep but the fighter, being heroic, got to his feet nevertheless. On a different day (in mechanical terms, if the death saves had come up differently, or the warlord had not been there), the fighter's heroism might have failed him and he would have failed to get to his feet, instead lying there and bleeding out as his soul is carried off by the Valkyries. Yes. Of course, the heroes being heroes, said "damage" doesn't impede their performance. As [MENTION=2198]Spatula[/MENTION] pointed out upthread, there are many facets to 4e's healing mechanics that are tending to be run together in this thread. The fact that all healing surges are recovered after a single extended rest is one distinct facet. It is obviously intended by the designers as an adventure pacing device. It makes next-to-no difference to the mechanical balance of the game to change this rule so that healing surges are recovered more slowly (say 1 per day for a 3E feel, or 1 per week for an AD&D feel). All this would do is change the adventure pacing, making it closer to the pacing of a 3E or AD&D in which natural healing is the only means of recovery. Again, I think this may differ from person to person and table to table. I have no trouble roleplaying in a game with healing surges. And it does no damage to my suspension of disbelief. The idea that a hero can disregard an injury that might impede a lesser mortal is one that I think fits very easily into the heroic fantasy genre. [/QUOTE]
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I don't get the dislike of healing surges
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