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*Dungeons & Dragons
Second Wind: Yes or No?
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<blockquote data-quote="Crazy Jerome" data-source="post: 6095656" data-attributes="member: 54877"><p>It's not a question of liking or disliking surges. I can take or leave them. Though I think some of the confusion is that I'm talking about mechanical solutions that do certain things. (It's entirely possible that someone could come up with a mechanical solution that would technically work, but be so divorced from the game that no one would consider it for two seconds, but that's not exactly useful.)</p><p></p><p>Having been down this road many times, though, I don't think there is a better way to skin the cat--mechanically. You might be able to rename/flavor it and/or tweak it to make it more acceptable, but it still boils down to the problem that if you want to have diminishing returns on a simple hit point system, you are going to end up with something that can be most simply mathematically represented as something akin to what surges do now--a number associated with a character that constrains how much healing they can get in a given day.</p><p></p><p>Your system doesn't do that--it the magical healing is available, the character can be healed indefinitely. And you are correct, that's how almost every system does it that uses simple hit points--putting the onus back on the DM to limit the sources of healing, and thus control the pacing thereof.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 6095656, member: 54877"] It's not a question of liking or disliking surges. I can take or leave them. Though I think some of the confusion is that I'm talking about mechanical solutions that do certain things. (It's entirely possible that someone could come up with a mechanical solution that would technically work, but be so divorced from the game that no one would consider it for two seconds, but that's not exactly useful.) Having been down this road many times, though, I don't think there is a better way to skin the cat--mechanically. You might be able to rename/flavor it and/or tweak it to make it more acceptable, but it still boils down to the problem that if you want to have diminishing returns on a simple hit point system, you are going to end up with something that can be most simply mathematically represented as something akin to what surges do now--a number associated with a character that constrains how much healing they can get in a given day. Your system doesn't do that--it the magical healing is available, the character can be healed indefinitely. And you are correct, that's how almost every system does it that uses simple hit points--putting the onus back on the DM to limit the sources of healing, and thus control the pacing thereof. [/QUOTE]
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Second Wind: Yes or No?
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