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General Tabletop Discussion
*Pathfinder & Starfinder
Reforms so you don't need healing surges
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<blockquote data-quote="TwinBahamut" data-source="post: 5797465" data-attributes="member: 32536"><p>Maybe it's my background in playing tons of videogame RPGs long before I ever got into D&D, but I've never once had the problem with the idea that taking HP damage does not reflect suffering serious, actual injury. It means cuts and bruises and pain, but never anything serious or life-threatening that would require a long time or supernatural methods to heal. Honestly, if HP was supposed to represent things like serious sword cuts, third-degree burns, or broken bones, then I would laugh it off as being blatantly ridiculous and immersion breaking.</p><p></p><p>By the very mechanics used, HP <em>can't</em> represent a quantity of serious or potentially fatal injuries, because taking HP damage doesn't actually weaken a character's ability to fight or risks their life until they actually run out. HP has always represented a character's ability to resist or avoid serious injury, rather than serious injury itself. That is why characters only suffer severe wounds when they run out.</p><p></p><p>If you are going to fix anything to make the healing/damage system in D&D better, it would not be healing surges I would adjust. They work fine for the way HP work. The real issue is fixing the rules for what happens once HP reaches zero. It is at that point that a character becomes wounded. If there is any room for creating mechanics for situations where a character suffers a severe injury that requires long-term care or magic to heal, it would be then. Improving such rules, and by extension improving D&D's absolutely terrible death and dying rules, would go a lot further towards solving the game's problems and issues of immersion than messing with healing surges would.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 5797465, member: 32536"] Maybe it's my background in playing tons of videogame RPGs long before I ever got into D&D, but I've never once had the problem with the idea that taking HP damage does not reflect suffering serious, actual injury. It means cuts and bruises and pain, but never anything serious or life-threatening that would require a long time or supernatural methods to heal. Honestly, if HP was supposed to represent things like serious sword cuts, third-degree burns, or broken bones, then I would laugh it off as being blatantly ridiculous and immersion breaking. By the very mechanics used, HP [i]can't[/i] represent a quantity of serious or potentially fatal injuries, because taking HP damage doesn't actually weaken a character's ability to fight or risks their life until they actually run out. HP has always represented a character's ability to resist or avoid serious injury, rather than serious injury itself. That is why characters only suffer severe wounds when they run out. If you are going to fix anything to make the healing/damage system in D&D better, it would not be healing surges I would adjust. They work fine for the way HP work. The real issue is fixing the rules for what happens once HP reaches zero. It is at that point that a character becomes wounded. If there is any room for creating mechanics for situations where a character suffers a severe injury that requires long-term care or magic to heal, it would be then. Improving such rules, and by extension improving D&D's absolutely terrible death and dying rules, would go a lot further towards solving the game's problems and issues of immersion than messing with healing surges would. [/QUOTE]
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Reforms so you don't need healing surges
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