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I don't get the dislike of healing surges
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<blockquote data-quote="Nagol" data-source="post: 5704075" data-attributes="member: 23935"><p>So you'll discuss house rule territory to allow 4e to achieve a style more in keeping with what I want, but dismiss it as stepping away from the shared game when others do?</p><p></p><p>BTW, Tristian was nursed back to health by Isolde for over a month of bed rest. That's a REALLY substantial modification to the default healing rules (though he may have had a form of disease as well depending on the story). The story fits in well with 1e and 2e healing though.</p><p></p><p>Ultimately, the rules as presented do not present opportunities to start at less than full strength. </p><p></p><p>What the game has lost is the emergent strategic consequential choice: do we engage the adventure today even though we are under-strength or do we recover and hope our goal is still possible to achieve?</p><p></p><p>Can DM fiat change that? Sure, DM fiat can change anything. But it stops being a naturally occurring event in the game. It only appears when the DM feels it is dramatically satisfying which makes it forced and potentially dickish.</p><p></p><p>None of my current players picked up Craft Wand. Their first 7ish levels the group of six had only a druid for healing and that character preferred to use non-magical aid (Healing skill) for the most part. They did pick up a few wands of CLW, both as treasure and purchased resources but often forgot/decided against using them. Now at 19th level, there is a Fighter/Cleric with a Cleric cohort so healing is more available, but the group has split/gone on adventures without that pair. The behaviour doesn't seem atypical. As a DM, I've had groups in 1e, 2e, and 3e that had no healers. The groups adapted and pursued challenges and used tactics suited to their strengths.</p></blockquote><p></p>
[QUOTE="Nagol, post: 5704075, member: 23935"] So you'll discuss house rule territory to allow 4e to achieve a style more in keeping with what I want, but dismiss it as stepping away from the shared game when others do? BTW, Tristian was nursed back to health by Isolde for over a month of bed rest. That's a REALLY substantial modification to the default healing rules (though he may have had a form of disease as well depending on the story). The story fits in well with 1e and 2e healing though. Ultimately, the rules as presented do not present opportunities to start at less than full strength. What the game has lost is the emergent strategic consequential choice: do we engage the adventure today even though we are under-strength or do we recover and hope our goal is still possible to achieve? Can DM fiat change that? Sure, DM fiat can change anything. But it stops being a naturally occurring event in the game. It only appears when the DM feels it is dramatically satisfying which makes it forced and potentially dickish. None of my current players picked up Craft Wand. Their first 7ish levels the group of six had only a druid for healing and that character preferred to use non-magical aid (Healing skill) for the most part. They did pick up a few wands of CLW, both as treasure and purchased resources but often forgot/decided against using them. Now at 19th level, there is a Fighter/Cleric with a Cleric cohort so healing is more available, but the group has split/gone on adventures without that pair. The behaviour doesn't seem atypical. As a DM, I've had groups in 1e, 2e, and 3e that had no healers. The groups adapted and pursued challenges and used tactics suited to their strengths. [/QUOTE]
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I don't get the dislike of healing surges
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