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General Tabletop Discussion
*Dungeons & Dragons
Should 5E have Healing Surges?
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<blockquote data-quote="CleverNickName" data-source="post: 5803185" data-attributes="member: 50987"><p>I don't reject it out of hand, I reject it because it wrecks my suspension of disbelief. I don't have a problem with characters being able to heal themselves, as long as they are able to use a plot device that makes sense according to the story. As problematic as potions, wands, and healing magic are, at least they offer a plausible explanation in this make-believe game. Binding one's wounds, catching one's breath, etc., are all fine and good for bar fights---but without the benefit of magic, how does one suddenly explain how the guy who was burned half-to-death by dragon fire ten minutes ago is able to calmly and painlessly press onward as if nothing had happened?</p><p></p><p>(This is probably a bias on my part. One thing that drives me absolutely crazy in movies is how someone can get shot, then tie a dirty bandanna around the wound and carry on as if nothing ever happened, and by the next scene the wound is gone and forgotten. See also: hot-wiring a car and driving away, completely oblivious to the fact that <em>steering wheels will lock without the key</em>. But I digress.)</p><p></p><p>I don't argue the <em>need</em> for characters to heal themselves, especially in high-combat games. What I dislike is the <em>method</em> by which they do so. At least with the wands, potions, and such, you have a viable excuse as to how this happens (magic). It's an old one, and it's over-used...but it works for me.</p><p></p><p>Others might not agree or conform to my play style, and that's fine. That's why I think healing surges should be kept separate from the 5E core, and released in a book of alternate rules for low-magic campaigns.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 5803185, member: 50987"] I don't reject it out of hand, I reject it because it wrecks my suspension of disbelief. I don't have a problem with characters being able to heal themselves, as long as they are able to use a plot device that makes sense according to the story. As problematic as potions, wands, and healing magic are, at least they offer a plausible explanation in this make-believe game. Binding one's wounds, catching one's breath, etc., are all fine and good for bar fights---but without the benefit of magic, how does one suddenly explain how the guy who was burned half-to-death by dragon fire ten minutes ago is able to calmly and painlessly press onward as if nothing had happened? (This is probably a bias on my part. One thing that drives me absolutely crazy in movies is how someone can get shot, then tie a dirty bandanna around the wound and carry on as if nothing ever happened, and by the next scene the wound is gone and forgotten. See also: hot-wiring a car and driving away, completely oblivious to the fact that [I]steering wheels will lock without the key[/I]. But I digress.) I don't argue the [I]need[/I] for characters to heal themselves, especially in high-combat games. What I dislike is the [I]method[/I] by which they do so. At least with the wands, potions, and such, you have a viable excuse as to how this happens (magic). It's an old one, and it's over-used...but it works for me. Others might not agree or conform to my play style, and that's fine. That's why I think healing surges should be kept separate from the 5E core, and released in a book of alternate rules for low-magic campaigns. [/QUOTE]
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Should 5E have Healing Surges?
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