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I don't get the dislike of healing surges
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<blockquote data-quote="pemerton" data-source="post: 5717531" data-attributes="member: 42582"><p>Well, it's clear that you are only wounded if you die. Otherwise you weren't.</p><p></p><p>So the death saves don't tell us whether or not you die from your wound. Rather, they tell us whether or not you suffered a serious wound at all.</p><p></p><p>Likewise a stabilisation check using Heal. If it fails, the healer can't tell whether or not you're dying. If it succeeds, then you weren't particularly badly wounded, and the healer confirms this to be so.</p><p></p><p>In 4e's "death door" rules, <em>there is no such mechanically-induced state</em> as "badly wounded but didn't end up dying". That is a difference from AD&D, and as [MENTION=19675]Dannyalcatraz[/MENTION] has pointed out recently, from 3E. It has nothing much to do with surges - you could introduce a similar rule into a surgeless game, I think.</p><p></p><p>Personally I like it - it introduces tension into the play of the game without needing to introduce wounds into the narrative of the game.</p><p></p><p>Others, of course, may dislike it. Perhaps because they want wounds. Or want wounds that don't result in death. Or don't want mechanics that leave the consequences of hit point loss to be determined by mechanical processes that happen later in time than that hit point loss. I know there are plenty of RPGers who fit one or more of these descriptions.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5717531, member: 42582"] Well, it's clear that you are only wounded if you die. Otherwise you weren't. So the death saves don't tell us whether or not you die from your wound. Rather, they tell us whether or not you suffered a serious wound at all. Likewise a stabilisation check using Heal. If it fails, the healer can't tell whether or not you're dying. If it succeeds, then you weren't particularly badly wounded, and the healer confirms this to be so. In 4e's "death door" rules, [I]there is no such mechanically-induced state[/I] as "badly wounded but didn't end up dying". That is a difference from AD&D, and as [MENTION=19675]Dannyalcatraz[/MENTION] has pointed out recently, from 3E. It has nothing much to do with surges - you could introduce a similar rule into a surgeless game, I think. Personally I like it - it introduces tension into the play of the game without needing to introduce wounds into the narrative of the game. Others, of course, may dislike it. Perhaps because they want wounds. Or want wounds that don't result in death. Or don't want mechanics that leave the consequences of hit point loss to be determined by mechanical processes that happen later in time than that hit point loss. I know there are plenty of RPGers who fit one or more of these descriptions. [/QUOTE]
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I don't get the dislike of healing surges
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