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General Tabletop Discussion
*Dungeons & Dragons
Should 5E have Healing Surges?
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<blockquote data-quote="Viktyr Gehrig" data-source="post: 5799038" data-attributes="member: 9249"><p>Well, for my proposal, I'd want all of the leader classes to retain their full ability to heal the "temporary" damage without burning daily resources and for mundane healing to be buffed considerably. (I've got some ideas to that end.) Then magical healing-- which every non-Martial power source should have access to-- should be able to heal permanent damage using daily resources.</p><p></p><p></p><p></p><p>I would agree with this, to an extent. More important than making it so the party doesn't need a healer, though, is making it so that the healer doesn't have to be a Cleric.</p><p></p><p></p><p></p><p>I don't consider it "videogamey" at all. It just strikes me as more gamist than I like, since I have a hard time picturing what it represents in simulationist or narrative terms.</p><p></p><p></p><p></p><p>So far, so good. </p><p></p><p></p><p></p><p>And we get to the heart of my complaints:</p><p></p><p>1) Healing surges are limited per day, so you have an effective encounter limit per day. In addition, magical healing is also limited by healing surges.</p><p></p><p>2) Any serious injury, represented by the loss of healing surges, is gone after a good night's sleep.</p><p></p><p>In my opinion, this contributes both to an unwanted limit on the adventuring day-- something which every version of D&D has in some form-- and an unwanted limit on magical healing, which I think should be limited by the caster's magical ability rather than the recipient's endurance. I think healing surges are an <strong>improvement</strong> over the previous editions' handling of injury and healing, but they "improved" it too far and introduced other problems.</p><p></p><p></p><p></p><p>See, now, that's the <strong>opposite</strong> of what I want. I want each individual encounter to be riskier and deadlier, with less resource management-- less vulnerability to wars of attrition.</p></blockquote><p></p>
[QUOTE="Viktyr Gehrig, post: 5799038, member: 9249"] Well, for my proposal, I'd want all of the leader classes to retain their full ability to heal the "temporary" damage without burning daily resources and for mundane healing to be buffed considerably. (I've got some ideas to that end.) Then magical healing-- which every non-Martial power source should have access to-- should be able to heal permanent damage using daily resources. I would agree with this, to an extent. More important than making it so the party doesn't need a healer, though, is making it so that the healer doesn't have to be a Cleric. I don't consider it "videogamey" at all. It just strikes me as more gamist than I like, since I have a hard time picturing what it represents in simulationist or narrative terms. So far, so good. And we get to the heart of my complaints: 1) Healing surges are limited per day, so you have an effective encounter limit per day. In addition, magical healing is also limited by healing surges. 2) Any serious injury, represented by the loss of healing surges, is gone after a good night's sleep. In my opinion, this contributes both to an unwanted limit on the adventuring day-- something which every version of D&D has in some form-- and an unwanted limit on magical healing, which I think should be limited by the caster's magical ability rather than the recipient's endurance. I think healing surges are an [b]improvement[/b] over the previous editions' handling of injury and healing, but they "improved" it too far and introduced other problems. See, now, that's the [b]opposite[/b] of what I want. I want each individual encounter to be riskier and deadlier, with less resource management-- less vulnerability to wars of attrition. [/QUOTE]
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Should 5E have Healing Surges?
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