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Realism vs. Believability and the Design of HPs, Powers and Other Things
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<blockquote data-quote="Mercutio01" data-source="post: 5890324" data-attributes="member: 37277"><p>Like I said, I don't like the mechanics. Take that how you will. It's not the number of surges. It's the surge mechanic itself. I drink a potion to heal myself, why does that also burn a surge? I'm already depleting a resource. Or, a warlord uses inspiring word to heal me, why am I burning a surge. He's already depleted his own resource to do it.</p><p></p><p>And then we get into surges as mechanics for use in things other than healing. I didn't like the idea in 3E of turning Turn Undead attempts into other more powerful uses. I still don't like the idea of using a healing surge to power something that isn't healing.</p><p></p><p>The cleric's non-surge healing in 4E is fine to me. Temp HP is something I wish got used more in all editions of D&D.</p><p></p><p>As to playing catch-up/scaling versus other editions, I'm not really all that concerned about that since I'm not going to be literally putting a 2E fighter up against a 5E fighter to see who wins. I'd honestly like to see a flatter HP curve than 2E. The "curve" of 4E is okay, but I'd rather see it start lower and end lower, with a shallower slope. And since Ability scores have been stated as having a slower advancement and attack values doing the same, having HP do that makes sense, too.</p><p></p><p>You still haven't answered how you would take the 4E HP mechanics and completely strip out the Healing Surges. Again, I think that's largely because being additive is easier to control than trying for subtractive modules. Think of it in terms of cooking. If you put too much salt into whatever you're cooking, you can't really strip it out. But if you start with less salt to begin with, you can add more to suit individual tastes. It's not a perfect analogy, and D&D isn't basic cooking 101, but I think the fundamental argument still holds water.</p></blockquote><p></p>
[QUOTE="Mercutio01, post: 5890324, member: 37277"] Like I said, I don't like the mechanics. Take that how you will. It's not the number of surges. It's the surge mechanic itself. I drink a potion to heal myself, why does that also burn a surge? I'm already depleting a resource. Or, a warlord uses inspiring word to heal me, why am I burning a surge. He's already depleted his own resource to do it. And then we get into surges as mechanics for use in things other than healing. I didn't like the idea in 3E of turning Turn Undead attempts into other more powerful uses. I still don't like the idea of using a healing surge to power something that isn't healing. The cleric's non-surge healing in 4E is fine to me. Temp HP is something I wish got used more in all editions of D&D. As to playing catch-up/scaling versus other editions, I'm not really all that concerned about that since I'm not going to be literally putting a 2E fighter up against a 5E fighter to see who wins. I'd honestly like to see a flatter HP curve than 2E. The "curve" of 4E is okay, but I'd rather see it start lower and end lower, with a shallower slope. And since Ability scores have been stated as having a slower advancement and attack values doing the same, having HP do that makes sense, too. You still haven't answered how you would take the 4E HP mechanics and completely strip out the Healing Surges. Again, I think that's largely because being additive is easier to control than trying for subtractive modules. Think of it in terms of cooking. If you put too much salt into whatever you're cooking, you can't really strip it out. But if you start with less salt to begin with, you can add more to suit individual tastes. It's not a perfect analogy, and D&D isn't basic cooking 101, but I think the fundamental argument still holds water. [/QUOTE]
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Realism vs. Believability and the Design of HPs, Powers and Other Things
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