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I don't get the dislike of healing surges
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<blockquote data-quote="Hussar" data-source="post: 5704211" data-attributes="member: 22779"><p>Oh, and fair enough. Like I said, WAYYY back in this thread, the issue didn't really exist in earlier versions of D&D because D&D has always held the "Turn" (not the game term of 10 minutes, but, one person's period of actoins) as a distinct unit. </p><p></p><p>By and large, you couldn't do anything that would impact someone else's turn. Yes, there are exceptions to this (Attacks of Opportunity for one) but, generally, if it's not your turn, there's very little you can actively do.</p><p></p><p>In 4e, this isn't true. You have all sorts of things you can do on other people's turns, including effecting the attacks of enemies - turn a serious blow into a minor one a la a Warlord's healing powers. So, yes, there is a degree of uncertainty that wasn't present in previous editions.</p><p></p><p>This isn't a bug, it's a feature.</p><p></p><p>On the subject of healing sticks:</p><p></p><p>WOTC had the RPGA to draw upon when deciding on what consists of an outlier or not. And I'll be you dollars to donuts that healing wands were very, very commonly used in RPGA play. I've always said that 4e is the RPGA edition. That your particular group didn't use healing wands may be perfectly true. I can totally accept that. But, looking at things like the Adventure Paths, where that sort of thing IS presumed (and very frequently given as treasure), I'm going to go with any group that ignored the options was probably the outlier.</p><p></p><p>Certainly, even if it wasn't true, that was the presumption going into 4e.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5704211, member: 22779"] Oh, and fair enough. Like I said, WAYYY back in this thread, the issue didn't really exist in earlier versions of D&D because D&D has always held the "Turn" (not the game term of 10 minutes, but, one person's period of actoins) as a distinct unit. By and large, you couldn't do anything that would impact someone else's turn. Yes, there are exceptions to this (Attacks of Opportunity for one) but, generally, if it's not your turn, there's very little you can actively do. In 4e, this isn't true. You have all sorts of things you can do on other people's turns, including effecting the attacks of enemies - turn a serious blow into a minor one a la a Warlord's healing powers. So, yes, there is a degree of uncertainty that wasn't present in previous editions. This isn't a bug, it's a feature. On the subject of healing sticks: WOTC had the RPGA to draw upon when deciding on what consists of an outlier or not. And I'll be you dollars to donuts that healing wands were very, very commonly used in RPGA play. I've always said that 4e is the RPGA edition. That your particular group didn't use healing wands may be perfectly true. I can totally accept that. But, looking at things like the Adventure Paths, where that sort of thing IS presumed (and very frequently given as treasure), I'm going to go with any group that ignored the options was probably the outlier. Certainly, even if it wasn't true, that was the presumption going into 4e. [/QUOTE]
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I don't get the dislike of healing surges
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