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I don't get the dislike of healing surges
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<blockquote data-quote="JamesonCourage" data-source="post: 5717436" data-attributes="member: 6668292"><p>I don't know. I feel like I've been really clear about this, but I'm apparently missing the mark on this one. If so many people are missing what I've been trying to communicate over the past week, I can only assume it's my fault.</p><p></p><p>I'm saying that wounds always heal overnight <em>mechanically</em> (that is, as hit points). This mechanically affects the story in a very direct, very real way. The decisions made based on this fact cuts off narrative paths (story paths) where it could otherwise be different (if wounds [hit points] don't heal naturally overnight, people might retreat, get reinforcements, proceed but fail, etc.). Does that help clear what I mean up?</p><p></p><p></p><p>In the other Narrative "Challenge" thread, I wrote this (and Herremann wrote something similar):</p><p></p><p></p><p></p><p>Your proposition is to change mechanics (HP damage follows the disease track), whereas wound description and magical healing don't necessarily change mechanics (and probably don't, in fact). Thus, I would consider the former a house rule, but the latter flavor.</p><p></p><p></p><p>Again, I feel like I've somehow colossally failed to communicate my point. I can only blame myself for that, as several very intelligent posters seem to be missing it.</p><p></p><p>I communicate HP as "wounds" because they inevitably are. That is, the only way one physically can die in 4e is, I believe, through HP damage. That means that at some point, they become wounds.</p><p></p><p>Now, that doesn't mean they're always wounds. And I'm not trying to say they are. I'm trying to express "wounds" in the sense of "mechanical loss of HP."</p><p></p><p>My point is when you mechanically lose HP, and you regain it back each night, you lose narratives where that wouldn't otherwise be the case, because the party has to make a very real and significant decision on what to do about it (press on, get reinforcements, retreat until healed, hide, give up, etc.).</p><p></p><p>Does that make sense? I'm not speaking of the description of wounds. I've tried to express that before, but I've apparently failed at that. I'm speaking of mechanical wounds. Saying, "wounds aren't there mechanically unless you make them be there by describing them" is missing the point, as I'm speaking of HP loss. I'm speaking of HP loss, and how always having rapid recovery of it (overnight) cuts out potential narrative paths (story branches) that might be there if wounds have a chance of lasting longer.</p><p></p><p>I think this should help clarify my view. I hope so, at least. 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: 5717436, member: 6668292"] I don't know. I feel like I've been really clear about this, but I'm apparently missing the mark on this one. If so many people are missing what I've been trying to communicate over the past week, I can only assume it's my fault. I'm saying that wounds always heal overnight [I]mechanically[/I] (that is, as hit points). This mechanically affects the story in a very direct, very real way. The decisions made based on this fact cuts off narrative paths (story paths) where it could otherwise be different (if wounds [hit points] don't heal naturally overnight, people might retreat, get reinforcements, proceed but fail, etc.). Does that help clear what I mean up? In the other Narrative "Challenge" thread, I wrote this (and Herremann wrote something similar): Your proposition is to change mechanics (HP damage follows the disease track), whereas wound description and magical healing don't necessarily change mechanics (and probably don't, in fact). Thus, I would consider the former a house rule, but the latter flavor. Again, I feel like I've somehow colossally failed to communicate my point. I can only blame myself for that, as several very intelligent posters seem to be missing it. I communicate HP as "wounds" because they inevitably are. That is, the only way one physically can die in 4e is, I believe, through HP damage. That means that at some point, they become wounds. Now, that doesn't mean they're always wounds. And I'm not trying to say they are. I'm trying to express "wounds" in the sense of "mechanical loss of HP." My point is when you mechanically lose HP, and you regain it back each night, you lose narratives where that wouldn't otherwise be the case, because the party has to make a very real and significant decision on what to do about it (press on, get reinforcements, retreat until healed, hide, give up, etc.). Does that make sense? I'm not speaking of the description of wounds. I've tried to express that before, but I've apparently failed at that. I'm speaking of mechanical wounds. Saying, "wounds aren't there mechanically unless you make them be there by describing them" is missing the point, as I'm speaking of HP loss. I'm speaking of HP loss, and how always having rapid recovery of it (overnight) cuts out potential narrative paths (story branches) that might be there if wounds have a chance of lasting longer. I think this should help clarify my view. I hope so, at least. As always, play what you like :) [/QUOTE]
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I don't get the dislike of healing surges
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