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I don't get the dislike of healing surges
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<blockquote data-quote="Pentius" data-source="post: 5707402" data-attributes="member: 6676736"><p>Given that I just stated I don't care how realistic or fantastic a wound system is, I can only see one thing I am picking and choosing what it applies to. That thing is "Modeling being wounded" and I am saying that it need only apply to systems intending to model wounds. I don't think this is an unreasonable divergence in expectations. Any of the above, sure. Any of those goes along with an attempt to model wounds, which is more than the HP system does.</p><p></p><p>Basically, I'm fine with saying and/or playing with the idea that HP system either does not give wounds, or does not give wounds that are not heroically ignored. That is how I play. But that is not a wound system in any meaningful way, as it does not include a state of being wound matter.</p><p></p><p>As I've said, I don't need all or even most realistic bases covered for a wound system. But it needs to be trying to be a wound system. Something as simple and patently unrealistic as "Wound: if you go under X% of your maximum HP, roll on the Wound Table. You are Wounded until your HP goes over X%." where each result on the table applied some sort of penalty tied to a region of the body(ex: "Leg Wound: Your leg is hurt. Reduce speed by X for Y period of time." Well, that would be a wound system. And that's possibly one or two steps further than I'd need a wound system to go to call it such. Heck, the 4e disease tracks and 3e ability score damage could be easily modified to be rudimentary wound systems. But, as HP stands, the only penalties it gives for being low on HP are "Dead or Dying" and "Less likely to survive your next potentially lethal event."</p><p></p><p>Basically, what I'm getting at is that with or without surges, if you want to roleplay having a wound greater than scrapes, bruises or being winded, so, any major or even moderate wound, and actually have the wound matter instead of being heroically ignored, the HP system isn't backing you up. In order to roleplay such a thing, you must go outside the mechanics and either houserule something, refuse to undertake tasks that you are mechanically capable of doing but would contradict your RP, or just paint the whole thing as flavor. And if one is already comfortable with ignoring the actual implications of the HP system to do it, then why does it matter so much how quickly the HP are restored? </p><p></p><p></p><p>Healing and surges are strongly tied, to be sure. But if one were to take a scalpel and remove surges from 4e, HP would still come back entirely with an extended rest. That happens without the input of surges. By the same coin, as has been mentioned previously, to houserule in a change in the recovery rate of HP, surges or both would be easy, with few ripples in balance. Basically, if only the rate of HP/surge recovery is an issue, a hypothetical 5e could quite easily keep surges while reducing the recovery rate.</p></blockquote><p></p>
[QUOTE="Pentius, post: 5707402, member: 6676736"] Given that I just stated I don't care how realistic or fantastic a wound system is, I can only see one thing I am picking and choosing what it applies to. That thing is "Modeling being wounded" and I am saying that it need only apply to systems intending to model wounds. I don't think this is an unreasonable divergence in expectations. Any of the above, sure. Any of those goes along with an attempt to model wounds, which is more than the HP system does. Basically, I'm fine with saying and/or playing with the idea that HP system either does not give wounds, or does not give wounds that are not heroically ignored. That is how I play. But that is not a wound system in any meaningful way, as it does not include a state of being wound matter. As I've said, I don't need all or even most realistic bases covered for a wound system. But it needs to be trying to be a wound system. Something as simple and patently unrealistic as "Wound: if you go under X% of your maximum HP, roll on the Wound Table. You are Wounded until your HP goes over X%." where each result on the table applied some sort of penalty tied to a region of the body(ex: "Leg Wound: Your leg is hurt. Reduce speed by X for Y period of time." Well, that would be a wound system. And that's possibly one or two steps further than I'd need a wound system to go to call it such. Heck, the 4e disease tracks and 3e ability score damage could be easily modified to be rudimentary wound systems. But, as HP stands, the only penalties it gives for being low on HP are "Dead or Dying" and "Less likely to survive your next potentially lethal event." Basically, what I'm getting at is that with or without surges, if you want to roleplay having a wound greater than scrapes, bruises or being winded, so, any major or even moderate wound, and actually have the wound matter instead of being heroically ignored, the HP system isn't backing you up. In order to roleplay such a thing, you must go outside the mechanics and either houserule something, refuse to undertake tasks that you are mechanically capable of doing but would contradict your RP, or just paint the whole thing as flavor. And if one is already comfortable with ignoring the actual implications of the HP system to do it, then why does it matter so much how quickly the HP are restored? Healing and surges are strongly tied, to be sure. But if one were to take a scalpel and remove surges from 4e, HP would still come back entirely with an extended rest. That happens without the input of surges. By the same coin, as has been mentioned previously, to houserule in a change in the recovery rate of HP, surges or both would be easy, with few ripples in balance. Basically, if only the rate of HP/surge recovery is an issue, a hypothetical 5e could quite easily keep surges while reducing the recovery rate. [/QUOTE]
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I don't get the dislike of healing surges
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