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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: 5718036" data-attributes="member: 6673496"><p>Well, take the Schrodinger's Wound described in this thread for example: Your friend has just been hit by a troll and knocked to the ground. (Or did the troll actually miss him and he just threw himself backwards too vigorously in avoiding the blow?) Is he dying with blood pouring out everywhere? Or just lightly winded and waiting to catch his breath?</p><p></p><p>Note: This is how the pro-healing surge people have described the system.</p><p></p><p>It is impossible to make a meaningful decision regarding your friend's injuries (or lack thereof) because that information doesn't exist. Even if you specifically try to determine what that information is, it still doesn't exist. That information doesn't exist until it's retroactively created later on. It's like trying to pet Schrodinger's Cat.</p><p></p><p>DM: You enter a room.</p><p>Player: What's in it?</p><p>DM: Dunno yet.</p><p>Player: Okay. I walk across it.</p><p>DM: (rolls some dice) Turns out it had a pit in the middle of it. You fall down it.</p><p>Player: Like a hidden pit?</p><p>DM: Nope. Big ol' pit. Totally obvious, really. We just didn't know it was there until you crossed the room.</p><p></p><p>That's the same thing. Nothing wrong with it, per se. The current D&D boardgames include pretty much exactly that "discover the big, obvious trap after you've already crossed the room" mechanic. I have fun playing those.</p><p></p><p>But it is, of course, a mechanic completely dissociated from the game world and it is impossible to roleplay while using such a mechanic. (You can roleplay near it anda round it; just not while using it.)</p><p></p><p></p><p></p><p>For literally 600 posts you've had people repeatedly saying that realism has nothing to do with it. And yet here you are, still rolling out the obvious strawman. Why is that, exactly?</p></blockquote><p></p>
[QUOTE="Rogue Agent, post: 5718036, member: 6673496"] Well, take the Schrodinger's Wound described in this thread for example: Your friend has just been hit by a troll and knocked to the ground. (Or did the troll actually miss him and he just threw himself backwards too vigorously in avoiding the blow?) Is he dying with blood pouring out everywhere? Or just lightly winded and waiting to catch his breath? Note: This is how the pro-healing surge people have described the system. It is impossible to make a meaningful decision regarding your friend's injuries (or lack thereof) because that information doesn't exist. Even if you specifically try to determine what that information is, it still doesn't exist. That information doesn't exist until it's retroactively created later on. It's like trying to pet Schrodinger's Cat. DM: You enter a room. Player: What's in it? DM: Dunno yet. Player: Okay. I walk across it. DM: (rolls some dice) Turns out it had a pit in the middle of it. You fall down it. Player: Like a hidden pit? DM: Nope. Big ol' pit. Totally obvious, really. We just didn't know it was there until you crossed the room. That's the same thing. Nothing wrong with it, per se. The current D&D boardgames include pretty much exactly that "discover the big, obvious trap after you've already crossed the room" mechanic. I have fun playing those. But it is, of course, a mechanic completely dissociated from the game world and it is impossible to roleplay while using such a mechanic. (You can roleplay near it anda round it; just not while using it.) For literally 600 posts you've had people repeatedly saying that realism has nothing to do with it. And yet here you are, still rolling out the obvious strawman. Why is that, exactly? [/QUOTE]
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I don't get the dislike of healing surges
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