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I don't get the dislike of healing surges
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<blockquote data-quote="Hussar" data-source="post: 5720512" data-attributes="member: 22779"><p>Bold mine</p><p></p><p>Bingo, right there. That's the missing ingredient. To play without clerics, you need to depart from the play assumptions of the game. In other words, you need to change the game to suit your tastes.</p><p></p><p>But, that's the whole point isn't it? When you talk about not having healing wands, the game doesn't run no problem. You have to change the game in order to fit your tastes.</p><p></p><p>Which gets back to my point about me not playing your version of D&D. What I wonder is, why would you expect any version of D&D to suit your tastes when the one you're playing doesn't? If you get an interesting game in 3e (or 2e) by changing the play assumptions, then the baseline games don't actually suit your tastes.</p><p></p><p>So, when you talk about how healing surges don't fit into D&D, what you actuary mean is, they don't fit into the version of D&D you and your group play which is an idiosyncratic version that is limited to your table.</p><p></p><p>Hey, I get that. I totally agree. But, to talk about how healing wands interact in your game and how they aren't necessary, only tells half the story. Healing wands aren't necessary if you are willing to rework the game in order to take into account the reduced healing.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5720512, member: 22779"] Bold mine Bingo, right there. That's the missing ingredient. To play without clerics, you need to depart from the play assumptions of the game. In other words, you need to change the game to suit your tastes. But, that's the whole point isn't it? When you talk about not having healing wands, the game doesn't run no problem. You have to change the game in order to fit your tastes. Which gets back to my point about me not playing your version of D&D. What I wonder is, why would you expect any version of D&D to suit your tastes when the one you're playing doesn't? If you get an interesting game in 3e (or 2e) by changing the play assumptions, then the baseline games don't actually suit your tastes. So, when you talk about how healing surges don't fit into D&D, what you actuary mean is, they don't fit into the version of D&D you and your group play which is an idiosyncratic version that is limited to your table. Hey, I get that. I totally agree. But, to talk about how healing wands interact in your game and how they aren't necessary, only tells half the story. Healing wands aren't necessary if you are willing to rework the game in order to take into account the reduced healing. [/QUOTE]
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I don't get the dislike of healing surges
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