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I don't get the dislike of healing surges
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<blockquote data-quote="pemerton" data-source="post: 5723687" data-attributes="member: 42582"><p>I replied to this upthread, and will have another go now.</p><p></p><p>First, not everyone plays the game in the sort of challenge-mode that your comment presupposes.</p><p></p><p>Second, difficulty is reletive to the encounters/challenges placed by the GM and taken on by the players. So for all you know, 4e games see more/more difficult encounters between rest periods.</p><p></p><p>Third, the main effect of healing surges on 4e play is to change the dynamics of combat, via the role they play in in-combat healing. This is not about being easier or harder, but about being different.</p><p></p><p>Fourth, the extended rest rules in 4e affect the pacing of the game (less ingame time is spent recovering). This isn't an issue of easier or harder either. Just different.</p><p></p><p>The idea of "cheat codes" makes some sense in the context of a challenge-based video game. But in a game in which the challenges are being set by one participant (the GM) based on constantly-updated information about the status of the PCs, in which the players are able to choose if/how/when they tackle those challenges, and in which the main aim of the players probably isn't just to win challenges, but to achieve some story goal which has also been negotiated with the GM, the idea has (in my view) no work to do.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5723687, member: 42582"] I replied to this upthread, and will have another go now. First, not everyone plays the game in the sort of challenge-mode that your comment presupposes. Second, difficulty is reletive to the encounters/challenges placed by the GM and taken on by the players. So for all you know, 4e games see more/more difficult encounters between rest periods. Third, the main effect of healing surges on 4e play is to change the dynamics of combat, via the role they play in in-combat healing. This is not about being easier or harder, but about being different. Fourth, the extended rest rules in 4e affect the pacing of the game (less ingame time is spent recovering). This isn't an issue of easier or harder either. Just different. The idea of "cheat codes" makes some sense in the context of a challenge-based video game. But in a game in which the challenges are being set by one participant (the GM) based on constantly-updated information about the status of the PCs, in which the players are able to choose if/how/when they tackle those challenges, and in which the main aim of the players probably isn't just to win challenges, but to achieve some story goal which has also been negotiated with the GM, the idea has (in my view) no work to do. [/QUOTE]
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I don't get the dislike of healing surges
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