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Realism vs. Believability and the Design of HPs, Powers and Other Things
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<blockquote data-quote="MoonSong" data-source="post: 5877910" data-attributes="member: 6689464"><p>I know I'm probably intruding into a priveate discussion, but anyway.</p><p></p><p>I want healing surges and stuff into a module, not because I hate them or feel like they disrupt my vision of the fluff (which I do and have my reasons), but rather because they are such a global-affecting mechanic it would be disruptive otherwise. If healing surges and generally speaking high healing are the baseline and default assumption then removing them to make use of a module (or to acomodate a player that really wishes to play a healbot for all that is worth) then you are taking things from the players, if the opposite happens then it is just easier, no player feels robbed of things the core grants when you want to play without surges, and groups that want surges can just put them in. It isn't the same with feats for example, if they are baseline and somebody wants to opt out of it, he /she just erases them of his/her sheet or never picks them in the first place and goes ahead, it doesn't disrupts the game flow, the same is impossible with the healing system as it is interactive by default, no player can just opt out of the system used by the group, if a player wants surges in a non-surges group then that player will be unable to benefit from the healing the group is using and will get isolated from the rest. In the other hand a non-surge player in a surges group won't make it beyond an encounter or two unless he/she is a healer and uses up all of his/her resources just to stay alive, and then he/she just gets isolated from the group too as that means he/she isn't contributing to the battle but rather keeping himself/herself alive and not being of much use to the rest of the group as a healer as he/she isn't compatible with their healing system, and the healer role is moot anyway in such a group. </p><p></p><p>To put it in less confussing words additive modules=good, substractive modules = bad unless they have only individual consecuences. Healing surges have global consecuences and are additional complexity. The most important part of the new edition for me is to have an enjoyable game that is simple to learn and teach and which can be played with more people, if I have a core that is too complex and which I don't enjoy/have to go out of my way too much to enjoy and can't easilly be thaught to other people, then Next sure has failed for me and I'll have to go back at trying to teach Pathfinder to others.</p></blockquote><p></p>
[QUOTE="MoonSong, post: 5877910, member: 6689464"] I know I'm probably intruding into a priveate discussion, but anyway. I want healing surges and stuff into a module, not because I hate them or feel like they disrupt my vision of the fluff (which I do and have my reasons), but rather because they are such a global-affecting mechanic it would be disruptive otherwise. If healing surges and generally speaking high healing are the baseline and default assumption then removing them to make use of a module (or to acomodate a player that really wishes to play a healbot for all that is worth) then you are taking things from the players, if the opposite happens then it is just easier, no player feels robbed of things the core grants when you want to play without surges, and groups that want surges can just put them in. It isn't the same with feats for example, if they are baseline and somebody wants to opt out of it, he /she just erases them of his/her sheet or never picks them in the first place and goes ahead, it doesn't disrupts the game flow, the same is impossible with the healing system as it is interactive by default, no player can just opt out of the system used by the group, if a player wants surges in a non-surges group then that player will be unable to benefit from the healing the group is using and will get isolated from the rest. In the other hand a non-surge player in a surges group won't make it beyond an encounter or two unless he/she is a healer and uses up all of his/her resources just to stay alive, and then he/she just gets isolated from the group too as that means he/she isn't contributing to the battle but rather keeping himself/herself alive and not being of much use to the rest of the group as a healer as he/she isn't compatible with their healing system, and the healer role is moot anyway in such a group. To put it in less confussing words additive modules=good, substractive modules = bad unless they have only individual consecuences. Healing surges have global consecuences and are additional complexity. The most important part of the new edition for me is to have an enjoyable game that is simple to learn and teach and which can be played with more people, if I have a core that is too complex and which I don't enjoy/have to go out of my way too much to enjoy and can't easilly be thaught to other people, then Next sure has failed for me and I'll have to go back at trying to teach Pathfinder to others. [/QUOTE]
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Realism vs. Believability and the Design of HPs, Powers and Other Things
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