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The "real" reason the game has changed.
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<blockquote data-quote="Mort" data-source="post: 5431172" data-attributes="member: 762"><p>I strongly disagree with this!</p><p></p><p>1) Healing surges are essentially reserve hit points with narrative control going mostly to the players - this is a good thing and allows for the players to control the flow of the game a bit better.</p><p></p><p>2) Healing surges have finally divorced the party from absolute reliance on a cleric and/or other divine healing. Big boost for worlds where Divine is rare or non-existant.</p><p></p><p>3) Fatigue rules can actually be made not to suck! Fail endrance check - lose a healing surge - you may be at full hit points but still almost walking dead! Check out the DMG page 159 Starvation, Thirst and Suffocation - IMO best modeling of this in any eddition - possible because of healing surges.</p><p></p><p>4) Same for some rituals - love the rituals that cost the caster a healing surge - again a great way to simulate fatigue (knock for example actually has a tangible cost outside of just time and money).</p><p></p><p>5) Diseases are now workable and nasty - losing healing surges can be bad, very bad, even though the player is not out of commission.</p><p></p><p>Healing surges were one of the best inventions of 4e - heck when I do a 3e game I might try to figure out a way to port them in (probably not, the feel would be too off, but I'd be tempted).</p></blockquote><p></p>
[QUOTE="Mort, post: 5431172, member: 762"] I strongly disagree with this! 1) Healing surges are essentially reserve hit points with narrative control going mostly to the players - this is a good thing and allows for the players to control the flow of the game a bit better. 2) Healing surges have finally divorced the party from absolute reliance on a cleric and/or other divine healing. Big boost for worlds where Divine is rare or non-existant. 3) Fatigue rules can actually be made not to suck! Fail endrance check - lose a healing surge - you may be at full hit points but still almost walking dead! Check out the DMG page 159 Starvation, Thirst and Suffocation - IMO best modeling of this in any eddition - possible because of healing surges. 4) Same for some rituals - love the rituals that cost the caster a healing surge - again a great way to simulate fatigue (knock for example actually has a tangible cost outside of just time and money). 5) Diseases are now workable and nasty - losing healing surges can be bad, very bad, even though the player is not out of commission. Healing surges were one of the best inventions of 4e - heck when I do a 3e game I might try to figure out a way to port them in (probably not, the feel would be too off, but I'd be tempted). [/QUOTE]
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