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General Tabletop Discussion
*Dungeons & Dragons
Should 5E have Healing Surges?
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<blockquote data-quote="JamesonCourage" data-source="post: 5796657" data-attributes="member: 6668292"><p>Well, I understand the want of this, but it's not inherently more "realistic". Magical healing has historically been instantaneous in D&D, and I assume that's the approach that will be taken.</p><p></p><p>But hey, I'm all for it taking longer than 6 hours to get everything back. That's a pretty arbitrary divide for magic to make, though. You can magically heal someone, and they'll be better after 6 hours of rest, no matter how long it takes to get that rest. Until then, <em>nothing</em> can heal you (you have no healing surges to spend).</p><p></p><p>That's pretty odd. It's not realistic (except for "it's magic", but even this is a really weird effect of magic). It is good for pacing, and potentially good for certain gamist concerns, though.</p><p></p><p></p><p>I'd rather see the divide I mentioned earlier in the thread, but I see no reason to hard cap either one. As long as there's no way to abuse it, it should be okay. Just keep people from abusing it by not making it an option. That is, don't have super cheap wands of healing, at-will heals, or the like.</p><p></p><p>That is, if that's your design goal. I've found that at-will healing doesn't make for a worse game at high level in my RPG. They're powerful enough to keep going if they live through it and have time to patch up. So, it doesn't bug me when it happens.</p><p></p><p>Though personally, I don't much like combat healing anyways. I prefer a "don't get hit" or "absorb the damage" approach to magic. Warding against attacks, and the like. I feel like that is much more prominent in fantasy than "I got hit, then got healed, then got hit, then got healed" and so on. Obvious the word "hit" is a moving target definition-wise, but I hope the point is clear (since "healing" usually means "healing").</p><p></p><p>Anyways, thanks for the reply. I definitely understand your preference, and sympathize to some degree. It's why I didn't vote "no" to healing surges in the poll <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> As always, play what you like <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="JamesonCourage, post: 5796657, member: 6668292"] Well, I understand the want of this, but it's not inherently more "realistic". Magical healing has historically been instantaneous in D&D, and I assume that's the approach that will be taken. But hey, I'm all for it taking longer than 6 hours to get everything back. That's a pretty arbitrary divide for magic to make, though. You can magically heal someone, and they'll be better after 6 hours of rest, no matter how long it takes to get that rest. Until then, [I]nothing[/I] can heal you (you have no healing surges to spend). That's pretty odd. It's not realistic (except for "it's magic", but even this is a really weird effect of magic). It is good for pacing, and potentially good for certain gamist concerns, though. I'd rather see the divide I mentioned earlier in the thread, but I see no reason to hard cap either one. As long as there's no way to abuse it, it should be okay. Just keep people from abusing it by not making it an option. That is, don't have super cheap wands of healing, at-will heals, or the like. That is, if that's your design goal. I've found that at-will healing doesn't make for a worse game at high level in my RPG. They're powerful enough to keep going if they live through it and have time to patch up. So, it doesn't bug me when it happens. Though personally, I don't much like combat healing anyways. I prefer a "don't get hit" or "absorb the damage" approach to magic. Warding against attacks, and the like. I feel like that is much more prominent in fantasy than "I got hit, then got healed, then got hit, then got healed" and so on. Obvious the word "hit" is a moving target definition-wise, but I hope the point is clear (since "healing" usually means "healing"). Anyways, thanks for the reply. I definitely understand your preference, and sympathize to some degree. It's why I didn't vote "no" to healing surges in the poll ;) As always, play what you like :) [/QUOTE]
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Should 5E have Healing Surges?
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