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Should 5E have Healing Surges?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5804503" data-attributes="member: 82106"><p>Hehe, yeah. I know. You're just such a MEAN guy! <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=";)" /> </p><p></p><p></p><p></p><p>I don't really disagree with you, and honestly HS per-se isn't that big a deal to me. There are just things that the healing system needs to do:</p><p></p><p>1) Allow for different types of healing that are equivalent. No "warlord's healing is crap" because that just leads to 2</p><p></p><p>2) No mandatory healing battery classes. </p><p></p><p>3) No mandatory healing potion/stick/whatever dependency. My PCs are heroes, not drug addicts.</p><p></p><p>4) Forgiving enough at some level that a player isn't effectively being discouraged from taking chances. Nobody should be saying "nah, I'll just full attack instead of sliding down the bannister, taking damage is just never worth it."</p><p></p><p>I'm thinking at this point that some kind of 'avoid damage' mechanism that can be applied to sometimes make things a bit more forgiving if a PC messes up would be fun, but I also still think a limit on healing is needed or desirable. If it is purely a limit, maybe it can be possible as strictly an on-off option, you can ignore 'surges' and just let all healing heal always and the rest of us won't. That doesn't wreck the possibility of the game working for everyone with the same modules. As for really modeling damage vs 'fatigue' I think if someone wants to do that they should be using something like a disease track. Have ALL hitpoints be 'fatigue/luck/etc' and have some rule for when you take a real wound. Maybe clerics can just 'heal' those whenever, but say a mundane healer can only do it with some time to do first aid. Again, it is something that could be ignored or tweaked for different effects.</p><p></p><p>The game though for logical reasons has to have the same amount of damage mean at least CLOSE to the same things in all styles, otherwise we can't make spells and such that work in all of them, right? </p><p></p><p>I'd be perfectly pleased if we can all get approximately what we want. TBH I personally have just never been all that bothered by most mechanics and relating them to narrative. Things are always a bit fuzzy. If a guy is 'down on reserves' in whatever way that is represented he can RP that any way he wants really. Just because you have a broken arm doesn't mean that the warlord can't still inspire you to fight at full effect for instance, he's just got you up into a right inspired state that makes up for it, for a while. That sort of thing. I think life just generally becomes a lot easier when you can go with the flow to some extent.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5804503, member: 82106"] Hehe, yeah. I know. You're just such a MEAN guy! ;) I don't really disagree with you, and honestly HS per-se isn't that big a deal to me. There are just things that the healing system needs to do: 1) Allow for different types of healing that are equivalent. No "warlord's healing is crap" because that just leads to 2 2) No mandatory healing battery classes. 3) No mandatory healing potion/stick/whatever dependency. My PCs are heroes, not drug addicts. 4) Forgiving enough at some level that a player isn't effectively being discouraged from taking chances. Nobody should be saying "nah, I'll just full attack instead of sliding down the bannister, taking damage is just never worth it." I'm thinking at this point that some kind of 'avoid damage' mechanism that can be applied to sometimes make things a bit more forgiving if a PC messes up would be fun, but I also still think a limit on healing is needed or desirable. If it is purely a limit, maybe it can be possible as strictly an on-off option, you can ignore 'surges' and just let all healing heal always and the rest of us won't. That doesn't wreck the possibility of the game working for everyone with the same modules. As for really modeling damage vs 'fatigue' I think if someone wants to do that they should be using something like a disease track. Have ALL hitpoints be 'fatigue/luck/etc' and have some rule for when you take a real wound. Maybe clerics can just 'heal' those whenever, but say a mundane healer can only do it with some time to do first aid. Again, it is something that could be ignored or tweaked for different effects. The game though for logical reasons has to have the same amount of damage mean at least CLOSE to the same things in all styles, otherwise we can't make spells and such that work in all of them, right? I'd be perfectly pleased if we can all get approximately what we want. TBH I personally have just never been all that bothered by most mechanics and relating them to narrative. Things are always a bit fuzzy. If a guy is 'down on reserves' in whatever way that is represented he can RP that any way he wants really. Just because you have a broken arm doesn't mean that the warlord can't still inspire you to fight at full effect for instance, he's just got you up into a right inspired state that makes up for it, for a while. That sort of thing. I think life just generally becomes a lot easier when you can go with the flow to some extent. [/QUOTE]
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Should 5E have Healing Surges?
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