Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
I don't get the dislike of healing surges
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="KidSnide" data-source="post: 5705667" data-attributes="member: 54710"><p>This thread definitely clarified my thinking about healing surges, albeit not enough to justify the time I spent reading (or skimming) it. My two cents:</p><p></p><p>- I really like how healing surges make healing proportionate to the toughness of a character. Now, curing a light wound actually cures a light wound as opposed to the sucking chest wound / paper cut problem. Also, as a tactical matter, characters with more hit points can survive longer in combat even in an environment where healing dominates starting hit points. I think this significant mechanical improvement was a little lost in the massive discussion of narrative implications.</p><p></p><p>- I also like how healing became something accessible through heroic (in additional to magical) means. As a general matter, I think it opens D&D to a wider range of party types as well as low-magic (or just low-divine magic) settings. But...</p><p></p><p>- I don't like how healing surges work once the character is reduced to zero hit points. Healing characters once they go down is important (after all - combats get more exciting once characters go down), and I get why "healing starts from 0" instead of the current negative value. However, I agree with the narrative issue: if a character is making death saves, I really want to narrate that character as having a life-threatening wound and the ready availability of non-magical healing white washes the wound a little too much for my taste.</p><p></p><p>Personally, I'd prefer some sort of optional wound/condition track that acknowledges that going to zero, going to negative surge value and/or failing death saves involves some sort of more permanent injury. (A disease-track style solution was discussed above. I'd be fine with that, but am not wedded to it.) I don't mind if characters can "pull through" their injury with few mechanical penalties, but I really wish there was support for games where PCs have a higher incentive to pull back and heal after members get really smacked around.</p><p></p><p>But I do think this should be optional. There is also plenty of room for games where the heroes keep pressing on, and the wounds they've received are nothing but make up...</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5705667, member: 54710"] This thread definitely clarified my thinking about healing surges, albeit not enough to justify the time I spent reading (or skimming) it. My two cents: - I really like how healing surges make healing proportionate to the toughness of a character. Now, curing a light wound actually cures a light wound as opposed to the sucking chest wound / paper cut problem. Also, as a tactical matter, characters with more hit points can survive longer in combat even in an environment where healing dominates starting hit points. I think this significant mechanical improvement was a little lost in the massive discussion of narrative implications. - I also like how healing became something accessible through heroic (in additional to magical) means. As a general matter, I think it opens D&D to a wider range of party types as well as low-magic (or just low-divine magic) settings. But... - I don't like how healing surges work once the character is reduced to zero hit points. Healing characters once they go down is important (after all - combats get more exciting once characters go down), and I get why "healing starts from 0" instead of the current negative value. However, I agree with the narrative issue: if a character is making death saves, I really want to narrate that character as having a life-threatening wound and the ready availability of non-magical healing white washes the wound a little too much for my taste. Personally, I'd prefer some sort of optional wound/condition track that acknowledges that going to zero, going to negative surge value and/or failing death saves involves some sort of more permanent injury. (A disease-track style solution was discussed above. I'd be fine with that, but am not wedded to it.) I don't mind if characters can "pull through" their injury with few mechanical penalties, but I really wish there was support for games where PCs have a higher incentive to pull back and heal after members get really smacked around. But I do think this should be optional. There is also plenty of room for games where the heroes keep pressing on, and the wounds they've received are nothing but make up... -KS [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
I don't get the dislike of healing surges
Top