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I don't get the dislike of healing surges
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<blockquote data-quote="JamesonCourage" data-source="post: 5717511" data-attributes="member: 6668292"><p>As a side note, my game has a rather detailed crafting section, and I have a PC currently is taking large advantage of it. The party often works around his crafting time (something was held back by two days last session while he crafted something to help the journey).</p><p></p><p></p><p>Um, I'll try to word it as simply as I can (I say "um" because I'm apparently not great at communication recently!): I like having many mechanical devices that allow for standard modern fantasy-genre fiction tropes to be realized in-game. I find that when it comes to natural healing, 4e has narrowed the window more than I find personally appealing (while it's widened it in other areas).</p><p></p><p>How was that?</p><p></p><p></p><p>What "choice" are you talking about? I'm talking of a game that mechanically supports both narratives in the base mechanics. I'm saying that I want the game to mechanically support the storyline of "we were 'damaged' in a minor way, but pressed on without any real injury or impediments." This is would be low HP damage.</p><p></p><p>However, I also want the game to mechanically support the storyline of "we were 'damaged' in a serious way, and then we [insert PC decision] after considering our 'injuries'." This would be high HP damage.</p><p></p><p></p><p>It's not about forcing it, it's about supporting it mechanically. That is, if the mechanics support both, then both can theoretically be utilized. You can have someone who is injured and captured (and the captors don't waste magical healing on the PC, and might even lower his HP more), who is split off while injured (scouts ahead and is injured but escapes inside enemy territory, trap separates him from the party, sets off an alarm and gets injured and separated, ambushed and left for dead but someone comes along and finds him alive, etc.), the healer who is dropped in combat, a party without a healer (an all thief or warrior party), etc. In any of these situations (and others not listed, obviously), you can have a lot of interesting narratives open up if HP doesn't mechanically heal overnight. I've experienced it (that is, I've observed it while my players have experienced it). I find it interesting, and I don't want to lose those possible storylines.</p><p></p><p>I get that people don't agree. I'm fine with them voicing their opinion, and hoping that the game doesn't change. I'm not invested in D&D, so I'm not hugely invested in any decision Wizards makes. However, when it comes to game theory and what I like in a game, I am definitely invested in that, and this is my preference. 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: 5717511, member: 6668292"] As a side note, my game has a rather detailed crafting section, and I have a PC currently is taking large advantage of it. The party often works around his crafting time (something was held back by two days last session while he crafted something to help the journey). Um, I'll try to word it as simply as I can (I say "um" because I'm apparently not great at communication recently!): I like having many mechanical devices that allow for standard modern fantasy-genre fiction tropes to be realized in-game. I find that when it comes to natural healing, 4e has narrowed the window more than I find personally appealing (while it's widened it in other areas). How was that? What "choice" are you talking about? I'm talking of a game that mechanically supports both narratives in the base mechanics. I'm saying that I want the game to mechanically support the storyline of "we were 'damaged' in a minor way, but pressed on without any real injury or impediments." This is would be low HP damage. However, I also want the game to mechanically support the storyline of "we were 'damaged' in a serious way, and then we [insert PC decision] after considering our 'injuries'." This would be high HP damage. It's not about forcing it, it's about supporting it mechanically. That is, if the mechanics support both, then both can theoretically be utilized. You can have someone who is injured and captured (and the captors don't waste magical healing on the PC, and might even lower his HP more), who is split off while injured (scouts ahead and is injured but escapes inside enemy territory, trap separates him from the party, sets off an alarm and gets injured and separated, ambushed and left for dead but someone comes along and finds him alive, etc.), the healer who is dropped in combat, a party without a healer (an all thief or warrior party), etc. In any of these situations (and others not listed, obviously), you can have a lot of interesting narratives open up if HP doesn't mechanically heal overnight. I've experienced it (that is, I've observed it while my players have experienced it). I find it interesting, and I don't want to lose those possible storylines. I get that people don't agree. I'm fine with them voicing their opinion, and hoping that the game doesn't change. I'm not invested in D&D, so I'm not hugely invested in any decision Wizards makes. However, when it comes to game theory and what I like in a game, I am definitely invested in that, and this is my preference. As always, play what you like :) [/QUOTE]
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I don't get the dislike of healing surges
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