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General Tabletop Discussion
*Dungeons & Dragons
Should 5E have Healing Surges?
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<blockquote data-quote="Oni" data-source="post: 5797236" data-attributes="member: 380"><p>The reason is very simple, with Healing Surges a character doesn't have access to all the HP at once during combat. The upshot of this is you can have an HP differential between say a Fighter and a Wizard, but it exist more in terms of staying power than the wizard being able to be smeared in a single blow. It allows lower HP classes to be a bit less fragile in the immediate sense while allowing high HP classes to have a little more tension in every combat rather than when the just get low on HP. </p><p></p><p>The problem isn't really with the concept IMHO it's more with the implementation of them in 4E, that is to say everyone just had too dang many HP in general, so it was harder to get that sense of danger. </p><p></p><p>I sincerely believe that the concept is sound, it just needs to be 1)mechanically fine tuned and 2) needs to be explained better in the rules, what it actually represents. I find a lot of people (not everyone) that dislikes, or argues against, healing surges don't have a very good understanding of them. That you can fine tune the game so much by altering their value, quantity, and refresh rate says a lot in favor of their versatility and what they could bring to a game that's meant to be a toolkit. There really just an alternate take on the vitality point system anyway, it's kind of hard to see what's so controversial about them other than the edition they appeared in.</p></blockquote><p></p>
[QUOTE="Oni, post: 5797236, member: 380"] The reason is very simple, with Healing Surges a character doesn't have access to all the HP at once during combat. The upshot of this is you can have an HP differential between say a Fighter and a Wizard, but it exist more in terms of staying power than the wizard being able to be smeared in a single blow. It allows lower HP classes to be a bit less fragile in the immediate sense while allowing high HP classes to have a little more tension in every combat rather than when the just get low on HP. The problem isn't really with the concept IMHO it's more with the implementation of them in 4E, that is to say everyone just had too dang many HP in general, so it was harder to get that sense of danger. I sincerely believe that the concept is sound, it just needs to be 1)mechanically fine tuned and 2) needs to be explained better in the rules, what it actually represents. I find a lot of people (not everyone) that dislikes, or argues against, healing surges don't have a very good understanding of them. That you can fine tune the game so much by altering their value, quantity, and refresh rate says a lot in favor of their versatility and what they could bring to a game that's meant to be a toolkit. There really just an alternate take on the vitality point system anyway, it's kind of hard to see what's so controversial about them other than the edition they appeared in. [/QUOTE]
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Should 5E have Healing Surges?
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