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General Tabletop Discussion
*TTRPGs General
I don't get the dislike of healing surges
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<blockquote data-quote="JamesonCourage" data-source="post: 5717459" data-attributes="member: 6668292"><p>In my experience, the difference between one day and several days can be literally insignificant, but it can also be massive.</p><p></p><p>Right now my party is tucked away in their castle. However, they've recently discovered that there's an assassin hiding somewhere inside the castle, and so they feel their safety is very much in jeopardy (the assassin has already taken a shot with a crossbow, hitting one of them). There's no healer in the party, but they do have a surgeon working for them (to help them heal naturally). Right now, the party has plans to make a move to take the nearby city, and have coordinated their allies to strike another castle and a second city on the same day. If the assassin injured two of them (say, the general PC and the negotiator PC) when they were attempting to leave to the city, the entire plan would be in jeopardy. Do they continue the two day trek to the city while injured? Do they go, and risk dying? Do they send someone in their place who is less capable, or certainly less trustworthy (either another general, another negotiator, or both)? Do they follow, but not engage directly?</p><p></p><p>All of these things are possibilities based on slow mechanical HP recovery, and as such, they are narrative paths lost from 4e. One day gives you some narrative paths. Three days gives you more. One month gives you more. Then again, in about 8 sessions, it's been a little over 26 months in-game already. So, time passes relatively quickly in my campaign. This makes HP damage heal quicker (even with a slow rate), but also makes HP damage more meaningful when time is important. I like this dynamic.</p><p></p><p>Does this help? 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: 5717459, member: 6668292"] In my experience, the difference between one day and several days can be literally insignificant, but it can also be massive. Right now my party is tucked away in their castle. However, they've recently discovered that there's an assassin hiding somewhere inside the castle, and so they feel their safety is very much in jeopardy (the assassin has already taken a shot with a crossbow, hitting one of them). There's no healer in the party, but they do have a surgeon working for them (to help them heal naturally). Right now, the party has plans to make a move to take the nearby city, and have coordinated their allies to strike another castle and a second city on the same day. If the assassin injured two of them (say, the general PC and the negotiator PC) when they were attempting to leave to the city, the entire plan would be in jeopardy. Do they continue the two day trek to the city while injured? Do they go, and risk dying? Do they send someone in their place who is less capable, or certainly less trustworthy (either another general, another negotiator, or both)? Do they follow, but not engage directly? All of these things are possibilities based on slow mechanical HP recovery, and as such, they are narrative paths lost from 4e. One day gives you some narrative paths. Three days gives you more. One month gives you more. Then again, in about 8 sessions, it's been a little over 26 months in-game already. So, time passes relatively quickly in my campaign. This makes HP damage heal quicker (even with a slow rate), but also makes HP damage more meaningful when time is important. I like this dynamic. Does this help? As always, play what you like :) [/QUOTE]
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I don't get the dislike of healing surges
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