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I don't get the dislike of healing surges
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<blockquote data-quote="Rogue Agent" data-source="post: 5717542" data-attributes="member: 6673496"><p>And this, right here, sums up the whole thread:</p><p></p><p>(1) If you prefer HP=verve then pre-4E and 4E equally serve your needs.</p><p></p><p>(2) If you prefer HP=wounds then pre-4E serves your needs, but 4E doesn't.</p><p></p><p>(3) If you are completely unable to understand the other person's POV (as you've admitted you are incapable of doing), you end up in threads that spin their wheels for 600+ posts.</p><p></p><p></p><p></p><p>This is the Schrodinger's Wound I was talking about before. It makes it impossible to actually describe the game world except in a retcon after the fact.</p><p></p><p>And that, of course, is a huge impediment to actually roleplaying. How are you supposed to make choices as if you were your character (the definition of roleplaying) if the mechanics won't even let you see the game world?</p><p></p><p></p><p></p><p>This is the trap, actually. If you try to treat these as roleplaying mechanics you end up with a universe where people really CAN heal their wounds by shouting at them. (Or, alternatively, be poisoned by blades that never touch them.)</p><p></p><p>You have to accept that these mechanics are not associated with the game world and that while you're using them you're not roleplaying. (Although you may be roleplaying near them and around them.)</p><p></p><p>The only other option, as you say, is to embrace a gaming universe where the fourth wall is broken and the characters know that they're just characters in a game.</p><p></p><p></p><p></p><p>Actually, I don't understand why 4E doesn't do this. The entire system is designed to emphasize tactical challenge-by-encounter instead of long-term strategic challenges. But then they put this essentially meaningless and arbitrary limit on the number of encounters you can face in a single day.</p></blockquote><p></p>
[QUOTE="Rogue Agent, post: 5717542, member: 6673496"] And this, right here, sums up the whole thread: (1) If you prefer HP=verve then pre-4E and 4E equally serve your needs. (2) If you prefer HP=wounds then pre-4E serves your needs, but 4E doesn't. (3) If you are completely unable to understand the other person's POV (as you've admitted you are incapable of doing), you end up in threads that spin their wheels for 600+ posts. This is the Schrodinger's Wound I was talking about before. It makes it impossible to actually describe the game world except in a retcon after the fact. And that, of course, is a huge impediment to actually roleplaying. How are you supposed to make choices as if you were your character (the definition of roleplaying) if the mechanics won't even let you see the game world? This is the trap, actually. If you try to treat these as roleplaying mechanics you end up with a universe where people really CAN heal their wounds by shouting at them. (Or, alternatively, be poisoned by blades that never touch them.) You have to accept that these mechanics are not associated with the game world and that while you're using them you're not roleplaying. (Although you may be roleplaying near them and around them.) The only other option, as you say, is to embrace a gaming universe where the fourth wall is broken and the characters know that they're just characters in a game. Actually, I don't understand why 4E doesn't do this. The entire system is designed to emphasize tactical challenge-by-encounter instead of long-term strategic challenges. But then they put this essentially meaningless and arbitrary limit on the number of encounters you can face in a single day. [/QUOTE]
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I don't get the dislike of healing surges
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