Zardnaar
Legend
Depends on what you mean by bloat. They don't, as a concept, contribute to the hp you have available within one encounter (except with Second Wind which for most people is an action to use). There's nothing that says you couldn't include healing surges in 3e except the work you'd need to rework all healing magic (and figure out what to do about different levels of healing spells). And they also make healing proportional in a very nice way – having an action spent on healing actually giving a decent result is nice.
Do they make it harder to wear PCs down through sandbagging them across multiple encounters? Yes. That's a feature, not a bug.
If you have the cure light wounds spell in the game and the Craft Wand feat, you will have wands of cure light wounds. And I think those probably make attrition even more difficult than healing surges do, because wands have no limit other than money, and the exchange rate of gp per hp is amazing.
Wands exist but there's no big sign saying use them. They developed via forums uptake wasn't universal.
I'm not 100% they existed in 3.0 dmg. Mines missing.
If youre advocating for healing surges the nay have solved some problems but contributed to others. Hard to build tension when each PC has buckets of hp available comparatively. Combine tgat with anemic 4E monsters its fairly hard to die and contributes to 4Es slow combat.
Minis and battle grid also contributes less explicit in 3.5 and even less in 3.0.
So yeah if you like that fair enough. But its a primary cause of 4E whimpering death as well.
5E designers took a bad idea from 4E and ramped up damage for "quick" combat when they (collectively) invented the grind in the first place. Derp.
5.5 is moving back into emphasizing minis. Back then it was to sell minis I'm sure its got nothing to do with Beyond or vtt plans they had.
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