pemerton said:What I think is worth adding is that the existence of surgeless healing helps reinforce what is happening, in the fiction, when a PC spends a surge. Even when a cleric uses Healing Word or Word of Vigour, the PC is not being "divinely healed": the PC, rather, is being divinely inspired - but the inspiration draws on the PC's own inner reserves.
I actually think that's part of the problem with the surge model, personally.
If I have my own inner reserves, why do I need Billy over there to let me access them?
And if Billy is the one with the agency in the situation, the one making the choice, in what way am I tapping my inner reserves. It's not even my turn, and I don't get to roll any dice!
It's a little psychological trick with agency, autonomy, and the sense of control, but since that's our interface, that's how we play the game, it's important to get those aligned with the player expectations.
In the case of Inspiring Word, the answer to your question is stated in the name of the power. I take the answer to be implicit in the other comparable powers - Healing Word, Majestic Word, Word of Vigour, Battle Cry - the PC who does he healing is speaking the word that inspires and reinvigorates his/her allies. Like Gandalf's speech to Pippin in the film version of RotK.If I have my own inner reserves, why do I need Billy over there to let me access them?
You tap your inner reserves by continuing to act rather than falling unconscious.And if Billy is the one with the agency in the situation, the one making the choice, in what way am I tapping my inner reserves. It's not even my turn, and I don't get to roll any dice!
An RPGer raised on Runequest would expect to make a parry roll. D&D players don't. I think it's reasonable for the game to make a call on who gets to act - it's hardly outside the bounds of reasonableness.it's important to get those aligned with the player expectations.
An RPGer raised on Runequest would expect to make a parry roll. D&D players don't. I think it's reasonable for the game to make a call on who gets to act - it's hardly outside the bounds of reasonableness.
Or, contra [MENTION=42582]pemerton[/MENTION], don't flavor divine healing magic as inspiration. Maybe it does close lacerations and remove bruises and other aches, but is also quite tiring. Like Aes Sedai healing in the Wheel of Time.I actually think that's part of the problem with the surge model, personally.
If I have my own inner reserves, why do I need Billy over there to let me access them?
And if Billy is the one with the agency in the situation, the one making the choice, in what way am I tapping my inner reserves. It's not even my turn, and I don't get to roll any dice!
Second Wind first appeared in Star Wars Saga Edition, where a "bloodied" (half hit points or lower) character could take an action to regain one-quarter of his hit points. This was a daily ability.
In 4e, Second Wind became an encounter resource, and was tied to the concept of healing surges (so you could use it 6 or 7 times per day).
At the moment, DDN has no Second Wind ability. Should it?
It would work well if we had actual wounds, distinct from HP. So second wind could recover vigor, but not skin.
Outrageous!Or, contra [MENTION=42582]pemerton[/MENTION]