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
Upgrade your account to a Community Supporter account and remove most of the site ads.
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="JamesonCourage" data-source="post: 5707684" data-attributes="member: 6668292"><p>No, HP never gives you "my leg is hurt!" as a wound, but I don't think the call in this thread has been for that. So, I'm not really sure why it's being brought up as a defense. It's not about whether a wound affects a particular area, or how deep it is, etc. The HP system is supposed to be abstract enough to allow multiple ways of handling description.</p><p></p><p>No, what's being brought up is whether or not a wound can be theoretically long term. If the wound takes a long time to heal, you're probably pretty hurt. If the wound takes a short time to heal, you're probably not. It doesn't need to be completely "quantified", it just needs to be able to simulate short term wounds and long term wounds (to satisfy my narrative wants). I also wanted crippling as an option, and I think there's real potential there, too (if you're crippled instead of dead).</p><p></p><p></p><p>... which is why I've said I'm for a mechanic that allows this to happen, like, oh I don't know, healing surges <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>As a side note, Inigo wouldn't have been in the negatives in pre-4e, as he was still conscious. He may have been at 0 (badly wounded and staggered). A surge to get to his feet and continue.</p><p></p><p></p><p>And now you're reached where I want two HP pools! One for "physical" and one for "other". You whittle down the "other" pool and then you get to hit them physically.</p><p></p><p>My RPG even has an unrelated mechanic that would help here. If you ever deal physical damage to someone (so you're bypassed their other pool) with a melee weapon, you can skip dealing damage to keep a readied attack on them (if they do anything, hit them). If you choose to hit them, you deal not physical damage to them, even if their "other" HP pool is refreshed or in play (since it refreshes by round in my game).</p><p></p><p>This would mean that Wesley took down Inigo's "other" HP pool, disarmed him, hit his "physical" HP pool but didn't deal damage (scratched his cheek), and readied to hurt him if he did anything (which Inigo knew would hit his "physical" HP pool), actually wounding or killing him. Thus, he didn't go for his sword.</p><p></p><p>I'm not arguing that 3.X is perfect. I'm saying healing surges are imperfect as implemented, and he's how I'd work them in with the changes I made from 3.X (as 3.X wasn't good enough for me).</p><p></p><p></p><p>He was only <em>mostly</em> dead <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>According to Miracle Max, he wasn't truly dead. He was just really messed up -sounds like a long term wound to me. Miracle Max makes a distinction that there's a big difference between mostly dead and all dead -mostly dead is slightly alive.</p><p></p><p></p><p>Well, that's way better than what Wesley had. That, and it's not in the rules. I think the idea of adding a long term injury to the rules is very reasonable, but that's me. 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: 5707684, member: 6668292"] No, HP never gives you "my leg is hurt!" as a wound, but I don't think the call in this thread has been for that. So, I'm not really sure why it's being brought up as a defense. It's not about whether a wound affects a particular area, or how deep it is, etc. The HP system is supposed to be abstract enough to allow multiple ways of handling description. No, what's being brought up is whether or not a wound can be theoretically long term. If the wound takes a long time to heal, you're probably pretty hurt. If the wound takes a short time to heal, you're probably not. It doesn't need to be completely "quantified", it just needs to be able to simulate short term wounds and long term wounds (to satisfy my narrative wants). I also wanted crippling as an option, and I think there's real potential there, too (if you're crippled instead of dead). ... which is why I've said I'm for a mechanic that allows this to happen, like, oh I don't know, healing surges ;) As a side note, Inigo wouldn't have been in the negatives in pre-4e, as he was still conscious. He may have been at 0 (badly wounded and staggered). A surge to get to his feet and continue. And now you're reached where I want two HP pools! One for "physical" and one for "other". You whittle down the "other" pool and then you get to hit them physically. My RPG even has an unrelated mechanic that would help here. If you ever deal physical damage to someone (so you're bypassed their other pool) with a melee weapon, you can skip dealing damage to keep a readied attack on them (if they do anything, hit them). If you choose to hit them, you deal not physical damage to them, even if their "other" HP pool is refreshed or in play (since it refreshes by round in my game). This would mean that Wesley took down Inigo's "other" HP pool, disarmed him, hit his "physical" HP pool but didn't deal damage (scratched his cheek), and readied to hurt him if he did anything (which Inigo knew would hit his "physical" HP pool), actually wounding or killing him. Thus, he didn't go for his sword. I'm not arguing that 3.X is perfect. I'm saying healing surges are imperfect as implemented, and he's how I'd work them in with the changes I made from 3.X (as 3.X wasn't good enough for me). He was only [I]mostly[/I] dead ;) According to Miracle Max, he wasn't truly dead. He was just really messed up -sounds like a long term wound to me. Miracle Max makes a distinction that there's a big difference between mostly dead and all dead -mostly dead is slightly alive. Well, that's way better than what Wesley had. That, and it's not in the rules. I think the idea of adding a long term injury to the rules is very reasonable, but that's me. As always, play what you like :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
I don't get the dislike of healing surges
Top