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Second Wind: Yes or No?
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<blockquote data-quote="Nemesis Destiny" data-source="post: 6095023" data-attributes="member: 98255"><p>I find this to be fiddly, personally. I never liked tracking non-lethal damage, so I find the application to be rather clunky, but you probably just "get used to it" eventually.</p><p></p><p>It accomplishes some of the same goals as a surge mechanic, but for me, your system is much less useful, since I use surges to represent other things in my game; they're not just for "healing" - they're an important resource. I use them for fueling ritual magic and for recharging powers. To me, and in my campaigns, they really represent "stamina" in the truest sense.</p><p></p><p>I also take issue with the HP = meat approach. It just causes the kind of jarring game/fiction disconnect in my brain that CaGI does for others.</p><p></p><p>I'm not disparaging your approach; clearly for you this works, but it won't work for what I want to do. These are the kind of <em><strong>options</strong></em> I want in the game though; we should <em>both </em>be able to have our way if they do it right <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>I like this approach much better. Next time I play AD&D I will even suggest that the DM give it a look. It doesn't break my brain with "HP as meat", it's simple, and it is adjustable. It does create a bit of a "Death Spiral" but some folks are okay with that, and in the context of AD&D it probably wouldn't matter as much.</p><p></p><p>That said, in 4e anything above a light injury would relegate most builds to warming the benches, and in a "bounded accuracy" system like Next is shooting for, any kind of attack penalty is going to make you really feel it. I know the numbers can be "played with" but it would have a major effect on the system assumptions (this is why I think them <em>not</em> factoring magic plusses into the system is a risky proposition).</p><p></p><p>The downside of this approach for me <em>personally</em>, is the same as the above - it doesn't represent stamina as a resource to spend as well as healing surges do in my current game (I have houserules for this that I posted <a href="http://www.enworld.org/forum/showthread.php?334409-Nemesis-Destiny-s-Houserules-Thread&p=6085586#post6085586" target="_blank">here</a>). Under this system, I'd have to have a hit point cost to represent recharging and ritual magic, which is doable, since surges also effectively have a converted hit point cost, but a healing surge nicely breaks it down into small, manageable units.</p><p></p><p>I find there is also less potential here for the "dramatic turnaround" that things like Second Wind with surges can provide. Though, as you say, this can be worked in. I would prefer to do it in non-class specific ways, but there can be options for that, too.</p><p></p><p>Overall, I think it's a pretty good stab at it! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Nemesis Destiny, post: 6095023, member: 98255"] I find this to be fiddly, personally. I never liked tracking non-lethal damage, so I find the application to be rather clunky, but you probably just "get used to it" eventually. It accomplishes some of the same goals as a surge mechanic, but for me, your system is much less useful, since I use surges to represent other things in my game; they're not just for "healing" - they're an important resource. I use them for fueling ritual magic and for recharging powers. To me, and in my campaigns, they really represent "stamina" in the truest sense. I also take issue with the HP = meat approach. It just causes the kind of jarring game/fiction disconnect in my brain that CaGI does for others. I'm not disparaging your approach; clearly for you this works, but it won't work for what I want to do. These are the kind of [I][B]options[/B][/I] I want in the game though; we should [I]both [/I]be able to have our way if they do it right :) I like this approach much better. Next time I play AD&D I will even suggest that the DM give it a look. It doesn't break my brain with "HP as meat", it's simple, and it is adjustable. It does create a bit of a "Death Spiral" but some folks are okay with that, and in the context of AD&D it probably wouldn't matter as much. That said, in 4e anything above a light injury would relegate most builds to warming the benches, and in a "bounded accuracy" system like Next is shooting for, any kind of attack penalty is going to make you really feel it. I know the numbers can be "played with" but it would have a major effect on the system assumptions (this is why I think them [I]not[/I] factoring magic plusses into the system is a risky proposition). The downside of this approach for me [I]personally[/I], is the same as the above - it doesn't represent stamina as a resource to spend as well as healing surges do in my current game (I have houserules for this that I posted [URL="http://www.enworld.org/forum/showthread.php?334409-Nemesis-Destiny-s-Houserules-Thread&p=6085586#post6085586"]here[/URL]). Under this system, I'd have to have a hit point cost to represent recharging and ritual magic, which is doable, since surges also effectively have a converted hit point cost, but a healing surge nicely breaks it down into small, manageable units. I find there is also less potential here for the "dramatic turnaround" that things like Second Wind with surges can provide. Though, as you say, this can be worked in. I would prefer to do it in non-class specific ways, but there can be options for that, too. Overall, I think it's a pretty good stab at it! :) [/QUOTE]
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