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Let's Talk About Chapter 9 of the DMG
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<blockquote data-quote="Don Durito" data-source="post: 7951381" data-attributes="member: 6687260"><p>Like I said, I don't think it makes much sense. For one, I think people don't really understand that in 4E and 13th Age it is not extra healing on top of magical healing. They represent your <em>capacity</em> for healing, magical or otherwise. What's more they become a resource that can be utilised (fatigued from pushing overland - lose a healing surge, fall off a bridge into icy cold water - lose a healing surge - struck by a life draining undead lose healing surge), so that you don't need to faff around with a whole layer of exhausting rules. You can also use it at a daily resource, so if a player wants to pull off a particularly difficult stunt, and you want to both give it its due, but also have it cost something real - make them spend a healing surge.</p><p></p><p>I think an argument can be made that they somewhat reduce the specialness of magical healing - if that's important to you, but when used correctly, they make the game more gritty, not less - it doesn't matter how many magical healing potions you dragged with from town. When you're done, you're done. And they become a way to unify the effects of damage, and fatigue and other conditions into a single trackable system that can be felt.</p><p></p><p>But of course the 5E version really is just extra free healing with no cost or trade off.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 7951381, member: 6687260"] Like I said, I don't think it makes much sense. For one, I think people don't really understand that in 4E and 13th Age it is not extra healing on top of magical healing. They represent your [I]capacity[/I] for healing, magical or otherwise. What's more they become a resource that can be utilised (fatigued from pushing overland - lose a healing surge, fall off a bridge into icy cold water - lose a healing surge - struck by a life draining undead lose healing surge), so that you don't need to faff around with a whole layer of exhausting rules. You can also use it at a daily resource, so if a player wants to pull off a particularly difficult stunt, and you want to both give it its due, but also have it cost something real - make them spend a healing surge. I think an argument can be made that they somewhat reduce the specialness of magical healing - if that's important to you, but when used correctly, they make the game more gritty, not less - it doesn't matter how many magical healing potions you dragged with from town. When you're done, you're done. And they become a way to unify the effects of damage, and fatigue and other conditions into a single trackable system that can be felt. But of course the 5E version really is just extra free healing with no cost or trade off. [/QUOTE]
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Let's Talk About Chapter 9 of the DMG
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