JRRNeiklot
First Post
I think most people who dislike healing surges probably also dislike wands of healing.
I think most people who dislike healing surges probably also dislike wands of healing.
Beyond that though I can't imagine anyone considering HS to be 'gamist' in this sort of environment. Nothing ever felt more gamist to me than healbots and their paraphernalia.
That may be so, but then the healing surge mechanic basically reverts to how many cure spells you have at that point. The mechanic is still there, it's just lessened. In the old days, the SSI Gold Box games had this mechanic where you could rest until healed: it would convert all of your spells to cures and then use them until your group was completely healed. You could spend weeks in a dungeon that way. At the end of the day hit points have to come back, and the mechanic you use to measure how that happens are the surge mechanic.I think most people who dislike healing surges probably also dislike wands of healing.
Rather, powers that allow you to heal without spending healing surges exist, but are not as common as powers that do make use of surges. Clerics still have cure light wounds and its more powerful versions as daily utility spells and PH1 paladins can lay on hands Wisdom modifier times per day, which expends a healing surge from the paladin instead of the target.I will like for them to be in, as long as they don't stop other sources of healing (i. e. in 4E, once you were out of surges, you couldn't be healed. This felt completely counterintuitive).
I think most people who dislike healing surges probably also dislike wands of healing.
I disagree with attrition-based D&D - I want to be able to have five fights a day, or one fight a day, with each having equal danger and challenge.
I'd like to see all resources like daily spells (and this includes vancian magic) and daily healing surges go away, but I'd be fine with them remaining as encounter resources - you can be healed three times per fight if you're a fighter, for instance.