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I don't get the dislike of healing surges
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<blockquote data-quote="JamesonCourage" data-source="post: 5719037" data-attributes="member: 6668292"><p>He can initiate it because he doesn't know the answer yet. You can say, "no, there's not a faster route." That's valid. Yes, the player is hoping for one. Yes, my players would still feel cheated if I made one up because they asked for it.</p><p></p><p></p><p>That they do.</p><p></p><p></p><p>I disagree. Many games are designed specifically with a style in mind. Saying, "yes, you can still play the way you want, as long as you change the game" seems to be the essence of the Oberoni fallacy, in my opinion.</p><p></p><p></p><p>Right. And using the reasoning that you can just change the mechanics of the game to address of problem someone has is the essence of the Oberoni fallacy.</p><p></p><p></p><p>The only game I've never house ruled is M&M 2e. I've house ruled everything else. I love tinkering with mechanics and house ruling things.</p><p></p><p>However, in the course of a discussion, I find the reasoning, "well, change the mechanics" to be rather meaningless. If I say, "I have a problem with the game because of the way healing surges are implemented mechanically," saying "well, then, change the way healing surges work," isn't really going to help me. It's missing the point. The question in the thread was "why don't you like healing surges?" When that question is answered, I shouldn't get back "well, change the mechanics." Ideally (as in, my personal ideals in a game, not for everyone), the game should be in such a state where that isn't an issue. When discussing game theory, I should be able to state my ideals, my preferences, without getting back, "well, change the mechanics." No, that doesn't address my point: I dislike the current mechanical implementation of healing surges in any game, including 4e.</p><p></p><p></p><p>That's what I did for years, too. I'm all for house rules. In a discussion on overall game theory, though, I think they have little place. In a discussion on how to tweak a game to fit a certain theme, style, or feel, they're great. I just don't think they're appropriate in the discussion I'm trying to have. Feel free to have it with others, as I'd never try to deny you that. 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: 5719037, member: 6668292"] He can initiate it because he doesn't know the answer yet. You can say, "no, there's not a faster route." That's valid. Yes, the player is hoping for one. Yes, my players would still feel cheated if I made one up because they asked for it. That they do. I disagree. Many games are designed specifically with a style in mind. Saying, "yes, you can still play the way you want, as long as you change the game" seems to be the essence of the Oberoni fallacy, in my opinion. Right. And using the reasoning that you can just change the mechanics of the game to address of problem someone has is the essence of the Oberoni fallacy. The only game I've never house ruled is M&M 2e. I've house ruled everything else. I love tinkering with mechanics and house ruling things. However, in the course of a discussion, I find the reasoning, "well, change the mechanics" to be rather meaningless. If I say, "I have a problem with the game because of the way healing surges are implemented mechanically," saying "well, then, change the way healing surges work," isn't really going to help me. It's missing the point. The question in the thread was "why don't you like healing surges?" When that question is answered, I shouldn't get back "well, change the mechanics." Ideally (as in, my personal ideals in a game, not for everyone), the game should be in such a state where that isn't an issue. When discussing game theory, I should be able to state my ideals, my preferences, without getting back, "well, change the mechanics." No, that doesn't address my point: I dislike the current mechanical implementation of healing surges in any game, including 4e. That's what I did for years, too. I'm all for house rules. In a discussion on overall game theory, though, I think they have little place. In a discussion on how to tweak a game to fit a certain theme, style, or feel, they're great. I just don't think they're appropriate in the discussion I'm trying to have. Feel free to have it with others, as I'd never try to deny you that. As always, play what you like :) [/QUOTE]
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I don't get the dislike of healing surges
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