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<blockquote data-quote="Crazy Jerome" data-source="post: 5766062" data-attributes="member: 54877"><p>In order:</p><p> </p><p>You aren't now being allowed access to a set amount of healing each day. If you run out of potions and wand charges, you can't use any of the cap that is remaining.</p><p> </p><p>You keep the healing surge because the idea here is not to make a mechanic that is perfect for a particular style, but easily adapting one that other people like to a different style. "Just drop it" is great for you, but sucks for all the people that like it. Not to mention people like me that may play it differently from campaign to campaign. And if believability is the only problem with it, then it really isn't that hard to adapt.</p><p> </p><p>As presented, it would cap your healing. If that also offends your suspension of disbelief (or perhaps merely doesn't fit with the conception of the game world you are playing in right now), this is equally easy to fix. If that is the problem, remove the limit on surges and simply use the value of the surge. Place the surges in the potions and wands. Now you have something that works very much like 3E rules, without the, "wizard with his piddly hit points gets a heck of a lot more out of CLW than the fighter does at the same relative damage spot" problem. You'll be firmly now in the "operational healing must be strategically managed" camp, but presumably that is what you wanted.</p><p> </p><p>There might be other nuances. I don't know exactly what you might want in a given game to feel as if everything was sufficiently believable. But my point is that<strong> IF</strong> your issue with surges is solely one of suspension of disbelief with surges, there is some fairly simply tweaking of those rules than can be discovered and implemented that will address those concerns. </p><p> </p><p>OTOH, if the concern is more, for example, lingering issues with suspending disbelief with hit points in general, and "healing surges" being a central mechanic is throwing those in your face all the time, then maybe not. But at that point, if you state that healing surges are the devil in the garden, when all was fine before, you are no longer self-reporting correctly. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Perhaps, D&D is not the best fit. Obviously, only you and your group would really know.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5766062, member: 54877"] In order: You aren't now being allowed access to a set amount of healing each day. If you run out of potions and wand charges, you can't use any of the cap that is remaining. You keep the healing surge because the idea here is not to make a mechanic that is perfect for a particular style, but easily adapting one that other people like to a different style. "Just drop it" is great for you, but sucks for all the people that like it. Not to mention people like me that may play it differently from campaign to campaign. And if believability is the only problem with it, then it really isn't that hard to adapt. As presented, it would cap your healing. If that also offends your suspension of disbelief (or perhaps merely doesn't fit with the conception of the game world you are playing in right now), this is equally easy to fix. If that is the problem, remove the limit on surges and simply use the value of the surge. Place the surges in the potions and wands. Now you have something that works very much like 3E rules, without the, "wizard with his piddly hit points gets a heck of a lot more out of CLW than the fighter does at the same relative damage spot" problem. You'll be firmly now in the "operational healing must be strategically managed" camp, but presumably that is what you wanted. There might be other nuances. I don't know exactly what you might want in a given game to feel as if everything was sufficiently believable. But my point is that[B] IF[/B] your issue with surges is solely one of suspension of disbelief with surges, there is some fairly simply tweaking of those rules than can be discovered and implemented that will address those concerns. OTOH, if the concern is more, for example, lingering issues with suspending disbelief with hit points in general, and "healing surges" being a central mechanic is throwing those in your face all the time, then maybe not. But at that point, if you state that healing surges are the devil in the garden, when all was fine before, you are no longer self-reporting correctly. :D Perhaps, D&D is not the best fit. Obviously, only you and your group would really know. [/QUOTE]
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