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I don't get the dislike of healing surges
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<blockquote data-quote="JamesonCourage" data-source="post: 5704285" data-attributes="member: 6668292"><p>In 3.X, if someone gets knocked to -8 at level 1, and is stabilized, it'll take them 8 days of natural healing (and being treated) to hit 0 (where they're conscious but really messed up). Obviously, the abstract mechanic is simulating something worse than "bruises, minor sprains, minor burns, and the like." That's just obviously not the case. A character with 6 hit points would take two weeks to go from -8 to full health again. That's so far away from "bruises, minor sprains, minor burns, and the like" that it's very, very obvious to me.</p><p></p><p></p><p>This statement seems really odd to me. It can't? I mean, the system cannot simulate recovering from serious injury because...? I mean, yes, there are different levels of serious injuries, and it wouldn't make sense for many to heal naturally. However, the very idea that it can't represent that is very amusing to me. You made a statement and didn't provide reasoning, so I can't speak to that, all I can do is smile and disagree with your assertion. Surely if you can narrate a wound that isn't above minor in grade, you can narrate a wound that could heal naturally if treated? Flesh wounds that take days to heal are very standard within the fantasy genre.</p><p></p><p></p><p>In the fantasy genre? I disagree.</p><p></p><p></p><p>What about gritty within the realm of fantasy? A nod towards realism (and not ruling out potential narratives) while embracing the genre?</p><p></p><p></p><p>Um, I tried to comment that when dying in his game due to being in the negatives, you can only seem to die of shock to a minor wound. I didn't comment on any other way to die. I'm sorry if that wasn't clear. I'm definitely not trying to misrepresent him, so next time I'll be more careful with my wording. I was just saying that every time someone is in the negatives, if they die, it's to shock from a minor wound.</p><p></p><p></p><p>No doubt there's going to be some people that have problems with hit points as they stood (as am one of them, and changed it in my RPG). I agree that a lot of people who had problems with hit points might have other objections we're discussing as well.</p><p></p><p></p><p>I'm almost certain that dividing HP into two pools ("physical" and "other") and making a fairly simple system that requires wounds being treated is pretty easy to implement. I don't think the "wounds need to be treated" should be the base assumption for D&D (though the different hit point pools should be), but I'd definitely like to see it as a "dial of complexity" that Mr. Mearls has been talking about.</p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5704285, member: 6668292"] In 3.X, if someone gets knocked to -8 at level 1, and is stabilized, it'll take them 8 days of natural healing (and being treated) to hit 0 (where they're conscious but really messed up). Obviously, the abstract mechanic is simulating something worse than "bruises, minor sprains, minor burns, and the like." That's just obviously not the case. A character with 6 hit points would take two weeks to go from -8 to full health again. That's so far away from "bruises, minor sprains, minor burns, and the like" that it's very, very obvious to me. This statement seems really odd to me. It can't? I mean, the system cannot simulate recovering from serious injury because...? I mean, yes, there are different levels of serious injuries, and it wouldn't make sense for many to heal naturally. However, the very idea that it can't represent that is very amusing to me. You made a statement and didn't provide reasoning, so I can't speak to that, all I can do is smile and disagree with your assertion. Surely if you can narrate a wound that isn't above minor in grade, you can narrate a wound that could heal naturally if treated? Flesh wounds that take days to heal are very standard within the fantasy genre. In the fantasy genre? I disagree. What about gritty within the realm of fantasy? A nod towards realism (and not ruling out potential narratives) while embracing the genre? Um, I tried to comment that when dying in his game due to being in the negatives, you can only seem to die of shock to a minor wound. I didn't comment on any other way to die. I'm sorry if that wasn't clear. I'm definitely not trying to misrepresent him, so next time I'll be more careful with my wording. I was just saying that every time someone is in the negatives, if they die, it's to shock from a minor wound. No doubt there's going to be some people that have problems with hit points as they stood (as am one of them, and changed it in my RPG). I agree that a lot of people who had problems with hit points might have other objections we're discussing as well. I'm almost certain that dividing HP into two pools ("physical" and "other") and making a fairly simple system that requires wounds being treated is pretty easy to implement. I don't think the "wounds need to be treated" should be the base assumption for D&D (though the different hit point pools should be), but I'd definitely like to see it as a "dial of complexity" that Mr. Mearls has been talking about. [/QUOTE]
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I don't get the dislike of healing surges
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