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I don't get the dislike of healing surges
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<blockquote data-quote="JamesonCourage" data-source="post: 5707384" data-attributes="member: 6668292"><p>Again, you're picking and choosing what it applies to. Shouldn't a bad hit be disabling? No, just hindering? Why? Shouldn't it take months to recover? No, weeks? Days? Only with magic?</p><p></p><p>You can model long term wounds without giving a nod to all realistic aspects of it. However, making it an option would be nice. If that means that the hit points take longer to heal, okay. If that means you take a penalty, okay. If that means you're disabled, okay. I can work with something.</p><p></p><p>However, a wound that could've killed you that you can heal with an extended rest? That bugs me. I don't need all realistic bases covered for a long term wound to be modeled. Again, that's something that one side is putting forward while also supporting the idea of "working through it because you're a hero" when it comes to healing surges. That's a disconnect that I don't get.</p><p></p><p></p><p>This doesn't bug me in the least. It's very tied to the healing surge implementation, which, as I've stated, is the part the bugs me the most. I like the idea of a second wind, or rising up when others wouldn't be able to. It's very fantasy-genre. I like it. I dislike how strongly healing is tied to healing surges (that is, most of the time I can only heal you if you have a surge left). I dislike that an extended rest recovers all of your healing surges, which lets you heal all of your wounds immediately following the rest. Yeah, the topic right now is about HP recovery rate, but healing surges have an incredibly noticeable effect on that with the current implementation. So, in regards to the implementation of healing surges, the topic at hand is very relevant to me.</p><p></p><p>As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5707384, member: 6668292"] Again, you're picking and choosing what it applies to. Shouldn't a bad hit be disabling? No, just hindering? Why? Shouldn't it take months to recover? No, weeks? Days? Only with magic? You can model long term wounds without giving a nod to all realistic aspects of it. However, making it an option would be nice. If that means that the hit points take longer to heal, okay. If that means you take a penalty, okay. If that means you're disabled, okay. I can work with something. However, a wound that could've killed you that you can heal with an extended rest? That bugs me. I don't need all realistic bases covered for a long term wound to be modeled. Again, that's something that one side is putting forward while also supporting the idea of "working through it because you're a hero" when it comes to healing surges. That's a disconnect that I don't get. This doesn't bug me in the least. It's very tied to the healing surge implementation, which, as I've stated, is the part the bugs me the most. I like the idea of a second wind, or rising up when others wouldn't be able to. It's very fantasy-genre. I like it. I dislike how strongly healing is tied to healing surges (that is, most of the time I can only heal you if you have a surge left). I dislike that an extended rest recovers all of your healing surges, which lets you heal all of your wounds immediately following the rest. Yeah, the topic right now is about HP recovery rate, but healing surges have an incredibly noticeable effect on that with the current implementation. So, in regards to the implementation of healing surges, the topic at hand is very relevant to me. As always, play what you like :) [/QUOTE]
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I don't get the dislike of healing surges
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