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<blockquote data-quote="Herremann the Wise" data-source="post: 5721332" data-attributes="member: 11300"><p>Maybe for some but I agree there is no easy way of equating these two things (as has been difficult I think in all version of Dungeons and Dragons because of dumping the physical and non-physical aspects of hit points in together). I think the best word I can think of to describe a healing surge is <strong><em>recovery</em></strong>. I don't really find the term healing surge that good - although the surge part hits the money.</p><p></p><p>Yes.</p><p></p><p><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><p></p><p>The minimum time is 6 hours with an immediate extended rest. This can be hampered by requiring 12 hours between the end of the previous extended rest and the start of the current extended rest. Or as D'karr suggested upthread, you can force the party to survive by denying ready access to an extended rest. This is certainly a fun/challenging situation in particular circumstances.</p><p></p><p>For a high level anemic wizard I agree (<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=";)" />3.x healing certainly has it's own issues). Otherwise, healing unaided in the negatives is far more perilous, and complete recovery can be many days away if no magic is involved. It is not perfect, it varies between different PCs in unnatural ways but it does take longer. As shown throughout the thread, it is highly adaptable and flexible to encompass a variety of circumstances in a somewhat reasonable way.</p><p></p><p>Not really no. In fact I think this is the biggest issue in that many people feel that a one day mundane recovery is unreasonable. The thing is we want automatic recovery and thus why we have healing sticks and magic in 3e and and magic and <em><u>overly alacritous "recovery" times</u></em> in 4e (the latter being the primary issue for some).</p><p></p><p>I actually agree with this that surges add a good tactical dimension to the game. I think Herschel made an excellent post over on the other thread on this (in fact I might have to pop over there to add some XP to his account).<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><p></p><p>I also feel that a wound/vitality system adds an excellent tactical and narrative dimension to the game but that is more in tune with my own preference for deadlier combat (if you point a crossbow at a PC, I want them to feel like they are in danger unlike current versions of D&D and to be honest, this style is really <em>not </em>D&D but heh...<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p></p><p>And this in a nutshell is the sticking point.</p><p></p><p>Good post!</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5721332, member: 11300"] Maybe for some but I agree there is no easy way of equating these two things (as has been difficult I think in all version of Dungeons and Dragons because of dumping the physical and non-physical aspects of hit points in together). I think the best word I can think of to describe a healing surge is [B][I]recovery[/I][/B]. I don't really find the term healing surge that good - although the surge part hits the money. Yes. :) The minimum time is 6 hours with an immediate extended rest. This can be hampered by requiring 12 hours between the end of the previous extended rest and the start of the current extended rest. Or as D'karr suggested upthread, you can force the party to survive by denying ready access to an extended rest. This is certainly a fun/challenging situation in particular circumstances. For a high level anemic wizard I agree (;)3.x healing certainly has it's own issues). Otherwise, healing unaided in the negatives is far more perilous, and complete recovery can be many days away if no magic is involved. It is not perfect, it varies between different PCs in unnatural ways but it does take longer. As shown throughout the thread, it is highly adaptable and flexible to encompass a variety of circumstances in a somewhat reasonable way. Not really no. In fact I think this is the biggest issue in that many people feel that a one day mundane recovery is unreasonable. The thing is we want automatic recovery and thus why we have healing sticks and magic in 3e and and magic and [I][U]overly alacritous "recovery" times[/U][/I] in 4e (the latter being the primary issue for some). I actually agree with this that surges add a good tactical dimension to the game. I think Herschel made an excellent post over on the other thread on this (in fact I might have to pop over there to add some XP to his account).:) I also feel that a wound/vitality system adds an excellent tactical and narrative dimension to the game but that is more in tune with my own preference for deadlier combat (if you point a crossbow at a PC, I want them to feel like they are in danger unlike current versions of D&D and to be honest, this style is really [I]not [/I]D&D but heh...:cool: And this in a nutshell is the sticking point. Good post! Best Regards Herremann the Wise [/QUOTE]
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