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Should 5E have Healing Surges?
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<blockquote data-quote="JamesonCourage" data-source="post: 5804315" data-attributes="member: 6668292"><p>I called out that 3.X was also unsatisfying for me. It's why I changed HP in my game with my suggestions to fit my preferences (which also happen to line up with my group).</p><p></p><p></p><p>This saying is a specific reference to the Death and Dying rules in 4e, not 3.X. In 4e, you don't know if someone was dying until they fail that third save, and are dead. Otherwise they wake up and "it wasn't that bad." In 3.X, if you're dying, you're going to bleed out, and your wound will take days to heal naturally, if at all.</p><p></p><p></p><p>This is indeed problematic. It's abstraction based purely on gamism. I moved it more towards simulationism. This will be helpful to some, and troublesome to others, much as a move towards gamism or narrativism would be troubling to me, but helpful to others.</p><p></p><p></p><p><em>I called out 3.X.</em> It's unsatisfactory in this department as well. That's why I've offered <em>new</em> solutions, instead of saying "4e sucks, 3.X rules" or "I dislike 4e, but 1e had it right!" That's not my point, nor is it what I think.</p><p></p><p></p><p>Where do you think I indicated this? If you let me know, I can correct that misconception, instead of trying to guess at where I accidentally mislead you.</p><p></p><p></p><p>I'm missing what you're trying to get at with this... I'm sorry. Does it have to due with 4e's limits on magical healing, or that magic somehow adds to healing?</p><p></p><p></p><p>Arbitrary from an in-game perspective, for sure. Magic works <em>exactly</em> the same as the Warlord's healing. I can only be healed this many times, no matter if it's all healing potions, someone inspiring me, or getting healed, and no matter what type of wound it is. Within the fiction, that's an incredibly weird, arbitrary line to draw.</p><p></p><p></p><p>This is obviously subjective on your part. Not that I totally disagree, mind you. In my RPG, it's easier to speed up natural healing than it is to instantly heal someone (which converts it to nonlethal and fatigues them). You can get rid of the nonlethal and fatigue, but that's even harder. It goes up in steps. I also made in-combat healing generally worse than just warding against the attacks (even reactively), so that protection magic is more important to fights than in-combat healing.</p><p></p><p>However, I'm not sure what people think on this issue at large.</p><p></p><p></p><p>Or stays gritty? Give dials. Let there be gritty. Let there be some wounds that take a week or longer (preferably) to heal. Let there be wounds that are completely gone after the fight (my THP).</p><p></p><p>Your experience with gritty games with slow hit point recovery is valid. Mine is much different, however. My group loves slow hit point recovery, feeling the repercussions of combat afterwards sometimes, getting lucky hits in on a bad guy and giving him that skull fracture or punctured lung. It happens to them, too, but they love the possibility, and accept the consequences of adding that element of danger which heightens our mutual enjoyment of play.</p><p></p><p></p><p>Again, your experience in valid, but mine is wildly different. In my ongoing game (played yesterday... still haven't slept), the PCs tried sinking a ship, got captured, escaped, killed some of the sailors, and steered the sinking ship into another ship, rescued a prisoner and the cabin boy, and made their escape.</p><p></p><p>My rules can be pretty unforgiving. This does not stop the players from acting courageously. This does not stop them from climbing to the top of the crow's nest and getting into a pushing match with the bad guys, or finding out the location of a lich/ghost and charging into his crypt to kill him and his undead army.</p><p></p><p>I think your players (and many others) might react as you've described. They might be turned off by that style. On the flip side, my players definitely do not react the way you describe, and they most certainly are attached to their characters, and invested in the campaign world. They push to play multiple times per week (and we play 8-10 hour sessions). What you've described for your players isn't wrong, but it's absolutely individual to each table.</p><p></p><p> </p><p>I'm interested in your arguments or thoughts as to why these claims are true (though I don't think I claimed that my thoughts on teleportation "makes more sense"? or some of the other things you've said).</p><p></p><p></p><p>Hey, if it came down to you getting the game you want or me getting the game I want with 5e, you can have it. I literally wrote the 353-page book that's right for me. It's what I play. It's my ideal RPG at the moment. I look forward to 5e, but I don't plan on investing in it or playing it. That doesn't mean I won't, though. I'm looking forward to seeing the mechanics, and a few changes I've implemented in my game have already cropped up in 5e reports (flatter bonus curves for attacks, magic items being divorced from assumed character power, silver standard).</p><p></p><p>If it incorporates my ideal of hit points, all the more likely I'd pick it up. I used a Hit Chart in 3.X when I played it, and it's incredibly easy to port over to 5e if I decide I want to use it (which I would). However, that doesn't mean that a lot of 5e won't blow me away. It might, it might not.</p><p></p><p>In the meantime, I'm going to throw out there my suggestions, thoughts, and feedback on what makes for an interesting game. I expect you to do the same. We'll see what sticks, if anything. I'm already satisfied with my own creativity, and wouldn't feel loss at missing out on another edition. I stopped playing 3.X to make my own game, I skipped 4e because it made 3.X's problems worse much of the time (for my ideals, since I prefer simulation over gamist or narrativist games), and I can happily keep playing my RPG over 5e, too. I hold no ill will towards people that prefer something different, and hope they get a game in 5e that they can greatly enjoy. Because, 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: 5804315, member: 6668292"] I called out that 3.X was also unsatisfying for me. It's why I changed HP in my game with my suggestions to fit my preferences (which also happen to line up with my group). This saying is a specific reference to the Death and Dying rules in 4e, not 3.X. In 4e, you don't know if someone was dying until they fail that third save, and are dead. Otherwise they wake up and "it wasn't that bad." In 3.X, if you're dying, you're going to bleed out, and your wound will take days to heal naturally, if at all. This is indeed problematic. It's abstraction based purely on gamism. I moved it more towards simulationism. This will be helpful to some, and troublesome to others, much as a move towards gamism or narrativism would be troubling to me, but helpful to others. [I]I called out 3.X.[/I] It's unsatisfactory in this department as well. That's why I've offered [I]new[/I] solutions, instead of saying "4e sucks, 3.X rules" or "I dislike 4e, but 1e had it right!" That's not my point, nor is it what I think. Where do you think I indicated this? If you let me know, I can correct that misconception, instead of trying to guess at where I accidentally mislead you. I'm missing what you're trying to get at with this... I'm sorry. Does it have to due with 4e's limits on magical healing, or that magic somehow adds to healing? Arbitrary from an in-game perspective, for sure. Magic works [I]exactly[/I] the same as the Warlord's healing. I can only be healed this many times, no matter if it's all healing potions, someone inspiring me, or getting healed, and no matter what type of wound it is. Within the fiction, that's an incredibly weird, arbitrary line to draw. This is obviously subjective on your part. Not that I totally disagree, mind you. In my RPG, it's easier to speed up natural healing than it is to instantly heal someone (which converts it to nonlethal and fatigues them). You can get rid of the nonlethal and fatigue, but that's even harder. It goes up in steps. I also made in-combat healing generally worse than just warding against the attacks (even reactively), so that protection magic is more important to fights than in-combat healing. However, I'm not sure what people think on this issue at large. Or stays gritty? Give dials. Let there be gritty. Let there be some wounds that take a week or longer (preferably) to heal. Let there be wounds that are completely gone after the fight (my THP). Your experience with gritty games with slow hit point recovery is valid. Mine is much different, however. My group loves slow hit point recovery, feeling the repercussions of combat afterwards sometimes, getting lucky hits in on a bad guy and giving him that skull fracture or punctured lung. It happens to them, too, but they love the possibility, and accept the consequences of adding that element of danger which heightens our mutual enjoyment of play. Again, your experience in valid, but mine is wildly different. In my ongoing game (played yesterday... still haven't slept), the PCs tried sinking a ship, got captured, escaped, killed some of the sailors, and steered the sinking ship into another ship, rescued a prisoner and the cabin boy, and made their escape. My rules can be pretty unforgiving. This does not stop the players from acting courageously. This does not stop them from climbing to the top of the crow's nest and getting into a pushing match with the bad guys, or finding out the location of a lich/ghost and charging into his crypt to kill him and his undead army. I think your players (and many others) might react as you've described. They might be turned off by that style. On the flip side, my players definitely do not react the way you describe, and they most certainly are attached to their characters, and invested in the campaign world. They push to play multiple times per week (and we play 8-10 hour sessions). What you've described for your players isn't wrong, but it's absolutely individual to each table. I'm interested in your arguments or thoughts as to why these claims are true (though I don't think I claimed that my thoughts on teleportation "makes more sense"? or some of the other things you've said). Hey, if it came down to you getting the game you want or me getting the game I want with 5e, you can have it. I literally wrote the 353-page book that's right for me. It's what I play. It's my ideal RPG at the moment. I look forward to 5e, but I don't plan on investing in it or playing it. That doesn't mean I won't, though. I'm looking forward to seeing the mechanics, and a few changes I've implemented in my game have already cropped up in 5e reports (flatter bonus curves for attacks, magic items being divorced from assumed character power, silver standard). If it incorporates my ideal of hit points, all the more likely I'd pick it up. I used a Hit Chart in 3.X when I played it, and it's incredibly easy to port over to 5e if I decide I want to use it (which I would). However, that doesn't mean that a lot of 5e won't blow me away. It might, it might not. In the meantime, I'm going to throw out there my suggestions, thoughts, and feedback on what makes for an interesting game. I expect you to do the same. We'll see what sticks, if anything. I'm already satisfied with my own creativity, and wouldn't feel loss at missing out on another edition. I stopped playing 3.X to make my own game, I skipped 4e because it made 3.X's problems worse much of the time (for my ideals, since I prefer simulation over gamist or narrativist games), and I can happily keep playing my RPG over 5e, too. I hold no ill will towards people that prefer something different, and hope they get a game in 5e that they can greatly enjoy. Because, as always, play what you like :) [/QUOTE]
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