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I don't get the dislike of healing surges
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<blockquote data-quote="LostSoul" data-source="post: 5707311" data-attributes="member: 386"><p>A strange thing about RPGs - as compared to other games, like board games or chess - is that different people can get different things out of the same mechanics. I always found HP problematic when I wanted to narrate wounds; back in the 2E/3E days I used a VP/WP system to try and make more sense of things. But that's me. Other people obviously didn't find HP problematic.</p><p></p><p>If someone says that they find a greater narrative range using pre-4E HP than they do with 4E's Healing Surges, then there must be a greater narrative range. It might not exist for everyone, but it can still exist for some people.</p><p></p><p style="margin-left: 20px">I'd also say that being a 1 HP or full HP does make a mechanical difference in every iteration of D&D; whenever you spend character resources that's going to change how you view your choices, and that's a big deal. Different numbers of HP might not affect character effectiveness and other character resources (except in corner cases, such as the <em>Power Word</em> spells), but I don't think that means that losing character resources does not have a mechanical effect.</p><p></p><p>I think the key to this discussion isn't focusing on whether or not descriptions of the events in the game world make sense, or if they're genre appropriate or realistic, or what you can narrate and what you can't. I think you need to look at individual desires for play - what people want to get out of play - and how different people view the choices that pre-4E HP and 4E's Healing Surges present.</p><p></p><p>Another way to say that: do the mechanics support changes in the choices you have to make in the way that you want them to, or not? (Keeping in mind that "what I can narrate about what's going on in the game world in a way that I like" is a choice.)</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5707311, member: 386"] A strange thing about RPGs - as compared to other games, like board games or chess - is that different people can get different things out of the same mechanics. I always found HP problematic when I wanted to narrate wounds; back in the 2E/3E days I used a VP/WP system to try and make more sense of things. But that's me. Other people obviously didn't find HP problematic. If someone says that they find a greater narrative range using pre-4E HP than they do with 4E's Healing Surges, then there must be a greater narrative range. It might not exist for everyone, but it can still exist for some people. [indent]I'd also say that being a 1 HP or full HP does make a mechanical difference in every iteration of D&D; whenever you spend character resources that's going to change how you view your choices, and that's a big deal. Different numbers of HP might not affect character effectiveness and other character resources (except in corner cases, such as the [i]Power Word[/i] spells), but I don't think that means that losing character resources does not have a mechanical effect.[/indent] I think the key to this discussion isn't focusing on whether or not descriptions of the events in the game world make sense, or if they're genre appropriate or realistic, or what you can narrate and what you can't. I think you need to look at individual desires for play - what people want to get out of play - and how different people view the choices that pre-4E HP and 4E's Healing Surges present. Another way to say that: do the mechanics support changes in the choices you have to make in the way that you want them to, or not? (Keeping in mind that "what I can narrate about what's going on in the game world in a way that I like" is a choice.) [/QUOTE]
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I don't get the dislike of healing surges
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