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General Tabletop Discussion
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Should 5E have Healing Surges?
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<blockquote data-quote="KarinsDad" data-source="post: 5804532" data-attributes="member: 2011"><p>If there were a differentiation between fatigue and wounds, healing surges wouldn't be needed.</p><p></p><p>Look at the various incarnations of Champions (i.e. Heroes). The heroes recovered Stun shortly after a combat (or even with the equivalent of Second Wind within combat) and Stun knocked them out. The heroes recovered Body very slowly (unless they had some type of regen).</p><p></p><p>There is no need for a limit on the amount of Stun recoverable (although there were some long term endurance rules, practically nobody used them).</p><p></p><p>If Stun (hit points) / Body (wounds) came to 5E, I'd think that this would be a good alternative.</p><p></p><p>A simple system is:</p><p></p><p>You have hit points (as per earlier editions). You have Wounds equal to your Con. Every time you take actual damage, you take that many hit points and you take 1 wound. It's simple.</p><p></p><p>Magic is needed to heal wounds. Clerics could heal wounds (and hit points) in combat, but there typically is no actual need to heal wounds. Heal those after combat.</p><p></p><p>Magical healing is Daily powers (or Vancian or whatever). Only so many wounds can be healed per day per caster, but everyone gets back their hit points at the end of each encounter.</p><p></p><p>Second Wind now makes sense. Warlords even make sense (because they are not healing wounds).</p><p></p><p></p><p>A group without any magical healing might need to hole up and really recover after a single day of combat, but that just incentivizes those groups to acquire healing potions (or to get Cleric henchmen or something).</p><p></p><p></p><p>To me, this type of system would be the best of both the 3E and 4E worlds. I'm sure there are people who would hate it.</p><p></p><p></p><p>Edit: You get to zero hit points, you are unconscious. You get to zero wound points, you are dead.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5804532, member: 2011"] If there were a differentiation between fatigue and wounds, healing surges wouldn't be needed. Look at the various incarnations of Champions (i.e. Heroes). The heroes recovered Stun shortly after a combat (or even with the equivalent of Second Wind within combat) and Stun knocked them out. The heroes recovered Body very slowly (unless they had some type of regen). There is no need for a limit on the amount of Stun recoverable (although there were some long term endurance rules, practically nobody used them). If Stun (hit points) / Body (wounds) came to 5E, I'd think that this would be a good alternative. A simple system is: You have hit points (as per earlier editions). You have Wounds equal to your Con. Every time you take actual damage, you take that many hit points and you take 1 wound. It's simple. Magic is needed to heal wounds. Clerics could heal wounds (and hit points) in combat, but there typically is no actual need to heal wounds. Heal those after combat. Magical healing is Daily powers (or Vancian or whatever). Only so many wounds can be healed per day per caster, but everyone gets back their hit points at the end of each encounter. Second Wind now makes sense. Warlords even make sense (because they are not healing wounds). A group without any magical healing might need to hole up and really recover after a single day of combat, but that just incentivizes those groups to acquire healing potions (or to get Cleric henchmen or something). To me, this type of system would be the best of both the 3E and 4E worlds. I'm sure there are people who would hate it. Edit: You get to zero hit points, you are unconscious. You get to zero wound points, you are dead. [/QUOTE]
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