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The "real" reason the game has changed.
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<blockquote data-quote="shadzar" data-source="post: 5431583" data-attributes="member: 6667746"><p>Not sure if it was you or another in regards to porting surges backwards, but just increase the hit points by 300% was the response.</p><p></p><p>When you look at the healing surges it gives a false perception. When you look at previous HP you could see what there was. Looking in two places already means more metagaming to take you out of the game itself.</p><p></p><p>ALL games when healing options are exhausted and "natural" healing takes place, is where the BIG problem lies.</p><p></p><p>What happens prior to 4th when all forms of healing have been exhausted and you still do not have full HP, as opposed to what happens in 4th? Recovery time in previous editions means a chance for long lasting effects from the loss of HP, while 4th edition removes ANY chance of long lasting effects since you are healed as soon as you wake up, AND have all your surges back.</p><p></p><p>That is why 4th doesn't lend itself to long lasting damage representable by HP loss, because as part of that abstract injury is removed due to the metagame "lifebar" in 4th as opposed to previous editions.</p><p></p><p>It is an intended function of the game for its design, but that design in turn changes the possibilities of things and those changes were most likely taken into consideration and ignore in order to promote the style of play supported by 4th.</p><p></p><p>Which would be, being injured and unable to fight is not as fun as just ignoring such and just being ready to fight each day.</p><p></p><p>This mechanic change, also changed the story telling/narrative capabilities in accordance with the overall design goals.</p><p></p><p>It works for those looking for those changes set forth by the design goals, but not those that have other goals in mind when they play.</p></blockquote><p></p>
[QUOTE="shadzar, post: 5431583, member: 6667746"] Not sure if it was you or another in regards to porting surges backwards, but just increase the hit points by 300% was the response. When you look at the healing surges it gives a false perception. When you look at previous HP you could see what there was. Looking in two places already means more metagaming to take you out of the game itself. ALL games when healing options are exhausted and "natural" healing takes place, is where the BIG problem lies. What happens prior to 4th when all forms of healing have been exhausted and you still do not have full HP, as opposed to what happens in 4th? Recovery time in previous editions means a chance for long lasting effects from the loss of HP, while 4th edition removes ANY chance of long lasting effects since you are healed as soon as you wake up, AND have all your surges back. That is why 4th doesn't lend itself to long lasting damage representable by HP loss, because as part of that abstract injury is removed due to the metagame "lifebar" in 4th as opposed to previous editions. It is an intended function of the game for its design, but that design in turn changes the possibilities of things and those changes were most likely taken into consideration and ignore in order to promote the style of play supported by 4th. Which would be, being injured and unable to fight is not as fun as just ignoring such and just being ready to fight each day. This mechanic change, also changed the story telling/narrative capabilities in accordance with the overall design goals. It works for those looking for those changes set forth by the design goals, but not those that have other goals in mind when they play. [/QUOTE]
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