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I don't get the dislike of healing surges
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<blockquote data-quote="Patryn of Elvenshae" data-source="post: 5704040" data-attributes="member: 23094"><p>Certainly; I don't deny that it is.</p><p></p><p></p><p></p><p>Fine, then - if you want it that way, why can't they continue to ignore the effect of that nasty wound tomorrow, then? Why must the "deep gash to the thigh" non-magically heal completely overnight, as Bryon would have it, rather than just continue to be ignored?</p><p></p><p></p><p></p><p>Certainly there are differences in the flavor and narrative description of what happens. At the end of the day, however, everyone is mechanically back at full HP the next morning.</p><p></p><p></p><p></p><p>... and you can continue to adventure in 4E while at fewer than maximum available healing surges, and can continue to press on rather than stopping for an extended rest (e.g., camp for the night), meaning you don't get all your surges back. You can lose surges for failing your cross-country-travel skill challenges, or can be denied an extended rest for failure.</p><p></p><p>You can, should you wish to step into houserule territory, easily adjust the rate at which surges are regained (as mentioned earlier, 1 per day or 1 per week can quite easily give you the larger amount of "healing downtime" if that's what you really want).</p><p></p><p>So, no, I disagree - this is still possible in 4E.</p><p></p><p></p><p></p><p>Nope; it's possible to die of shock from an, all-else-considered, fairly minor wound, if you want a real-world explanation.</p><p></p><p></p><p></p><p>I didn't miss it. I just don't think it's a particularly germaine distinction. The rules in 3E don't mechanically support getting terrible wounds in combat. The rules in 4E don't mechanically support getting terrible wounds in combat.</p><p></p><p>He is willing to draw a "line in the sand" for 3E (and earlier) because they make HP take a relatively-long time to come back absent external help (but then make that external help routinely and plentifully available, so ...), and he calls that enough to support narrating bad wounds - even though it's a terrible simulation of bad wounds.</p><p></p><p>If you want to simulate bad wounds in 4E, the disease system works pretty darn well for it.</p><p></p><p></p><p></p><p>Really.</p><p></p><p></p><p></p><p>Wands of Cure Light Wounds are, by the rules, available in Small Towns and larger a large percentage of the time (by PF rules, anyway; I can't find the 3.X ones). That requires a settlement of no more than 200 people.</p><p></p><p>Now, if you decide not to use the rules for what items you can find, that's fine, but then you're arguing about DA's Personal D&D, and not the actual shared game.</p><p></p><p>And, again, that's assuming that your players aren't just making their own.</p></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 5704040, member: 23094"] Certainly; I don't deny that it is. Fine, then - if you want it that way, why can't they continue to ignore the effect of that nasty wound tomorrow, then? Why must the "deep gash to the thigh" non-magically heal completely overnight, as Bryon would have it, rather than just continue to be ignored? Certainly there are differences in the flavor and narrative description of what happens. At the end of the day, however, everyone is mechanically back at full HP the next morning. ... and you can continue to adventure in 4E while at fewer than maximum available healing surges, and can continue to press on rather than stopping for an extended rest (e.g., camp for the night), meaning you don't get all your surges back. You can lose surges for failing your cross-country-travel skill challenges, or can be denied an extended rest for failure. You can, should you wish to step into houserule territory, easily adjust the rate at which surges are regained (as mentioned earlier, 1 per day or 1 per week can quite easily give you the larger amount of "healing downtime" if that's what you really want). So, no, I disagree - this is still possible in 4E. Nope; it's possible to die of shock from an, all-else-considered, fairly minor wound, if you want a real-world explanation. I didn't miss it. I just don't think it's a particularly germaine distinction. The rules in 3E don't mechanically support getting terrible wounds in combat. The rules in 4E don't mechanically support getting terrible wounds in combat. He is willing to draw a "line in the sand" for 3E (and earlier) because they make HP take a relatively-long time to come back absent external help (but then make that external help routinely and plentifully available, so ...), and he calls that enough to support narrating bad wounds - even though it's a terrible simulation of bad wounds. If you want to simulate bad wounds in 4E, the disease system works pretty darn well for it. Really. Wands of Cure Light Wounds are, by the rules, available in Small Towns and larger a large percentage of the time (by PF rules, anyway; I can't find the 3.X ones). That requires a settlement of no more than 200 people. Now, if you decide not to use the rules for what items you can find, that's fine, but then you're arguing about DA's Personal D&D, and not the actual shared game. And, again, that's assuming that your players aren't just making their own. [/QUOTE]
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I don't get the dislike of healing surges
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