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The Problem with Healing Powercreep
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<blockquote data-quote="EzekielRaiden" data-source="post: 9503457" data-attributes="member: 6790260"><p>"We removed the small source of healing, but kept the big source, so I don't think much would change." Yeah...I agree with that. Hit dice are mostly pointless. Being forced to use <em>only</em> hit dice would have been outright lethal for literally every party I've ever played in.</p><p></p><p></p><p>I don't understand why. Healing surges are inherently more like actual healing than spells are. They literally represent your body's ability to preserve homeostasis, and the fact that those resources are <em>not</em> always accessible to you. Yes, you can <em>potentially</em> take that much damage. But if you take more than 100% too fast? You are going down and only the intervention of others can realistically save you. (Remember, in 4e, when you roll death saves, <em>that's per day</em>, not per combat. You can only fail death saving throws two times <strong>per day</strong> safely.)</p><p></p><p></p><p>Again, I don't understand why it's a problem. This is literally, actually more like real human response to injury: <strong>if</strong> you can prevent the patient going into shock, you can usually save them, even from extremely serious wounds (we're talking limb-blown-off wounds here, which is something D&D has never handled well.) An individual person can only tap a small amount of that consciously, which is represented by the 4e Second Wind (anyone could use it; it used up your Standard action, gave you a defense bonus until the start of your next turn, and let you spend one healing surge)...which is only usable once per combat. So a person without the support of someone trained in keeping others alive (a Leader, a Paladin, someone with a medkit) or a healing potion (which was a <em>very</em> inefficient means of healing) literally cannot regain more than ~25% of their HP in a single fight.</p><p></p><p>Healing surges are <em>the</em> most realistic, as in actually like the living breathing people we are IRL, healing rules D&D has ever had. The only even vaguely unrealistic aspect of them is that, being Larger Than Life heroes, you can survive more total daily punishment than a real person could. But that's always been true of D&D characters from the very beginning; Gygax himself wrote about how hit points could not possibly be purely physical because a fighting-man goes from barely surviving two sword strikes to taking more injuries than a prime warhorse and shrugging them off like it's no big deal.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9503457, member: 6790260"] "We removed the small source of healing, but kept the big source, so I don't think much would change." Yeah...I agree with that. Hit dice are mostly pointless. Being forced to use [I]only[/I] hit dice would have been outright lethal for literally every party I've ever played in. I don't understand why. Healing surges are inherently more like actual healing than spells are. They literally represent your body's ability to preserve homeostasis, and the fact that those resources are [I]not[/I] always accessible to you. Yes, you can [I]potentially[/I] take that much damage. But if you take more than 100% too fast? You are going down and only the intervention of others can realistically save you. (Remember, in 4e, when you roll death saves, [I]that's per day[/I], not per combat. You can only fail death saving throws two times [B]per day[/B] safely.) Again, I don't understand why it's a problem. This is literally, actually more like real human response to injury: [B]if[/B] you can prevent the patient going into shock, you can usually save them, even from extremely serious wounds (we're talking limb-blown-off wounds here, which is something D&D has never handled well.) An individual person can only tap a small amount of that consciously, which is represented by the 4e Second Wind (anyone could use it; it used up your Standard action, gave you a defense bonus until the start of your next turn, and let you spend one healing surge)...which is only usable once per combat. So a person without the support of someone trained in keeping others alive (a Leader, a Paladin, someone with a medkit) or a healing potion (which was a [I]very[/I] inefficient means of healing) literally cannot regain more than ~25% of their HP in a single fight. Healing surges are [I]the[/I] most realistic, as in actually like the living breathing people we are IRL, healing rules D&D has ever had. The only even vaguely unrealistic aspect of them is that, being Larger Than Life heroes, you can survive more total daily punishment than a real person could. But that's always been true of D&D characters from the very beginning; Gygax himself wrote about how hit points could not possibly be purely physical because a fighting-man goes from barely surviving two sword strikes to taking more injuries than a prime warhorse and shrugging them off like it's no big deal. [/QUOTE]
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