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I don't get the dislike of healing surges
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<blockquote data-quote="Hussar" data-source="post: 5706831" data-attributes="member: 22779"><p>It is when people are claiming that Game B has created problems where none existed before. The fact that there ARE problems in Game A means that the changes in Game B are generally coming from a position of trying to resolve Game A's problems.</p><p></p><p>Granted, that might create new problems. Fair enough. But, it does mean that you can't keep touting Game A as THE ONE TRUE GAME that is beyond any criticism.</p><p></p><p>The Healing Surge mechanics might suffer from issues when it comes to narrating wounds particularly when a PC is facing death saves. Fair enough. But, the reason we have Healing Surges in the first place was to resolve issues created by earlier D&D's reliance on magical healing.</p><p></p><p>It's all about checks and balances. You'll never create the perfect system that is all things to all people. So, you pick and choose where to make changes in an attempt to create a middle ground. People had problems with the idea that the group needed a magical healer and all the knock on effects that resulted in. So, they removed the need for a magical healer at the expense (possibly) of some people's ability to narrate effectively.</p><p></p><p>Is the trade off worth it? Well, that's for the consumer to decide.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5706831, member: 22779"] It is when people are claiming that Game B has created problems where none existed before. The fact that there ARE problems in Game A means that the changes in Game B are generally coming from a position of trying to resolve Game A's problems. Granted, that might create new problems. Fair enough. But, it does mean that you can't keep touting Game A as THE ONE TRUE GAME that is beyond any criticism. The Healing Surge mechanics might suffer from issues when it comes to narrating wounds particularly when a PC is facing death saves. Fair enough. But, the reason we have Healing Surges in the first place was to resolve issues created by earlier D&D's reliance on magical healing. It's all about checks and balances. You'll never create the perfect system that is all things to all people. So, you pick and choose where to make changes in an attempt to create a middle ground. People had problems with the idea that the group needed a magical healer and all the knock on effects that resulted in. So, they removed the need for a magical healer at the expense (possibly) of some people's ability to narrate effectively. Is the trade off worth it? Well, that's for the consumer to decide. [/QUOTE]
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I don't get the dislike of healing surges
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