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I don't get the dislike of healing surges
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<blockquote data-quote="Nagol" data-source="post: 5704173" data-attributes="member: 23935"><p>Because prior to the 5 minute rest, the PC was at death's door having failed 2 of the 3 required saving throws. If X is the quality of being wounded and the PC has none of X then the PC is effectively unwounded. If the PC was wounded and is not now wounded the PC healed. Alternatively, the universe works like the movie-universe <em>The Last Action Hero</em> where heroes only ever suffer flesh wounds or are killed.</p><p></p><p></p><p></p><p>Sure it's fixable -- the easiest method of fixing it is to play a different game regardless of how trivial a change it may appear -- but the question wasn't whether or not I play 4e; it was what is my problem with healing surges.</p><p></p><p>Healing surges and the other decisions surrounding healing present a game design pretty far from what I would prefer to see and introduce a unknown state into encounters where a character is down and may be fine or may be dying -- only further actions at the table can resolve the superposition. The default is the character is likely to die unless someone intervenes, but once the intervention occurs the character will be fine before the next encounter. The difficulty with the superposition is it interferes with on the spot description requiring the substitution of vague statements as "he's down" or the use of game terms "he's dropped below 0 hp and is down". </p><p></p><p>Further, healing as it is presented in its entirety posits a reality where a character goes from death's door to winded (i.e. full hp but down a few healing surges) within 5 minutes to wholly refreshed and rested within a day -- all without any external agency other than someone administering minimal aid to wake the character from unconsciousness. This is a terrific model if I were aiming for a very cinematic game like BESM, Feng Shui, or Reel Adventures, but does not fit well with a game aiming for different tropes which is what I use different editions of D&D to emulate.</p></blockquote><p></p>
[QUOTE="Nagol, post: 5704173, member: 23935"] Because prior to the 5 minute rest, the PC was at death's door having failed 2 of the 3 required saving throws. If X is the quality of being wounded and the PC has none of X then the PC is effectively unwounded. If the PC was wounded and is not now wounded the PC healed. Alternatively, the universe works like the movie-universe [I]The Last Action Hero[/I] where heroes only ever suffer flesh wounds or are killed. Sure it's fixable -- the easiest method of fixing it is to play a different game regardless of how trivial a change it may appear -- but the question wasn't whether or not I play 4e; it was what is my problem with healing surges. Healing surges and the other decisions surrounding healing present a game design pretty far from what I would prefer to see and introduce a unknown state into encounters where a character is down and may be fine or may be dying -- only further actions at the table can resolve the superposition. The default is the character is likely to die unless someone intervenes, but once the intervention occurs the character will be fine before the next encounter. The difficulty with the superposition is it interferes with on the spot description requiring the substitution of vague statements as "he's down" or the use of game terms "he's dropped below 0 hp and is down". Further, healing as it is presented in its entirety posits a reality where a character goes from death's door to winded (i.e. full hp but down a few healing surges) within 5 minutes to wholly refreshed and rested within a day -- all without any external agency other than someone administering minimal aid to wake the character from unconsciousness. This is a terrific model if I were aiming for a very cinematic game like BESM, Feng Shui, or Reel Adventures, but does not fit well with a game aiming for different tropes which is what I use different editions of D&D to emulate. [/QUOTE]
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I don't get the dislike of healing surges
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