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The "real" reason the game has changed.
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<blockquote data-quote="fumetti" data-source="post: 5431374" data-attributes="member: 6667461"><p>By narrative control, you are saying they avoid the consequences of previous actions... their own and their opponents.</p><p></p><p>I now see surges as a massive RETCON of the previous encounter. What was a dramatic battle with life or death consequences become totally MOOT.</p><p></p><p>Surges effectively take the risk out of the game. Because if you don't completely did in an encounter, you have virtually no chance of dying.</p><p></p><p>In older editions, a player had to be more cautious, more cunning, so as not to lose all his HP in one fight because he would be wholly vulnerable at the outset of the next fight. Not in 4E. You're darn near immortal.</p><p></p><p>I have a 5th level 4EE Knight. He has 53 HP. He has 143 HP worth of surges EVERY DAY--meaning it takes 196 HP of damage in one day to kill him .</p><p></p><p>And what's better, he starts over with 196 HP the very next day! </p><p></p><p>That's not a mid-level character. THAT IS A GOD.</p><p></p><p></p><p></p><p></p><p>Now the party is relying on healing surges.</p><p></p><p>I have an idea... don't change the game because (1) your fighter types want no responsibility for their reckless play; (2) your group can't strategize to minimize its damage intake; (3) your party can't function unless it treats clerics as just medics; (4) your clerics don't insist on being something other than just a walking heal spell; (5) you really want your characters to all have x4 HP each day (see Knight above).</p><p></p><p>Surges are actually worse than just giving characters x4 hp on their sheet. Because you don't need a bunch of healing to get back up to full strength the next day. Surges come back fully charged!</p><p></p><p>Surges = Monty Haul.</p><p></p><p></p><p></p><p></p><p></p><p>Your game is your business.</p><p></p><p>But it should be really easy to port them. Just give your characters 300% extra HP free each day.</p></blockquote><p></p>
[QUOTE="fumetti, post: 5431374, member: 6667461"] By narrative control, you are saying they avoid the consequences of previous actions... their own and their opponents. I now see surges as a massive RETCON of the previous encounter. What was a dramatic battle with life or death consequences become totally MOOT. Surges effectively take the risk out of the game. Because if you don't completely did in an encounter, you have virtually no chance of dying. In older editions, a player had to be more cautious, more cunning, so as not to lose all his HP in one fight because he would be wholly vulnerable at the outset of the next fight. Not in 4E. You're darn near immortal. I have a 5th level 4EE Knight. He has 53 HP. He has 143 HP worth of surges EVERY DAY--meaning it takes 196 HP of damage in one day to kill him . And what's better, he starts over with 196 HP the very next day! That's not a mid-level character. THAT IS A GOD. Now the party is relying on healing surges. I have an idea... don't change the game because (1) your fighter types want no responsibility for their reckless play; (2) your group can't strategize to minimize its damage intake; (3) your party can't function unless it treats clerics as just medics; (4) your clerics don't insist on being something other than just a walking heal spell; (5) you really want your characters to all have x4 HP each day (see Knight above). Surges are actually worse than just giving characters x4 hp on their sheet. Because you don't need a bunch of healing to get back up to full strength the next day. Surges come back fully charged! Surges = Monty Haul. Your game is your business. But it should be really easy to port them. Just give your characters 300% extra HP free each day. [/QUOTE]
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