What if healing surges

  • Thread starter Thread starter Sunseeker
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I just like to say that hit points is a mechanic introduced solely to keep characters from dying too easily. If we feel the need to invent mechanics to keep characters from losing hit points we are not seeing the forest for the trees.

Hit points is an interesting currency. We could use them in options. -Either you take 10 damage or you drop your sword. What will it be?
 

I don't see how I am poisoning the well here.

You were conflating my suggestion of retooling Healing Surges into some sort of reference to Encounter and Daily Powers. Which we're all well aware of the general opinion here of. These are not Encounter or Daily powers, they're just a resource, a limited one. Should there be limits on how many you can use in a turn? Sure, but that could be done by making their use be a triggered opportunity action, or a minor action, and there are already functional limitations on those.
 

You were conflating my suggestion of retooling Healing Surges into some sort of reference to Encounter and Daily Powers. Which we're all well aware of the general opinion here of. These are not Encounter or Daily powers, they're just a resource, a limited one. Should there be limits on how many you can use in a turn? Sure, but that could be done by making their use be a triggered opportunity action, or a minor action, and there are already functional limitations on those.

I guess my point was in response to the general statement that resource management makes the game fun. I was riding what another poster said and stated i wouldn't find resource management fun if i was playing a fighter or thief. Someone suggested I actuallydo enjoy it because fighters and thieves have to manage physical resources like arrows and caltrops. My only point was these are no where comparable to metagame resources like healing surges or action points (i wasn't trying to connect your suggestion to dailies and encounters but was just using them as examples---note i also said your suggestion is a good one as it will satisfy cinematic play preferences).
 

I just like to say that hit points is a mechanic introduced solely to keep characters from dying too easily. If we feel the need to invent mechanics to keep characters from losing hit points we are not seeing the forest for the trees.

Hit points is an interesting currency. We could use them in options. -Either you take 10 damage or you drop your sword. What will it be?

Keep in mind that he OP is essentially sugfesting tht healing surges be treated as a type of hero point that can be used to evade damage. It does work well for cinematic play because it simulates moments when the hero escapes certain death or near death by simply being the protagonist. They are not my cup of tea but i can definitely see these as an optional module for a cinematic D&D campaign. I fact i think many people who object to healing surges as they appear in 4e wont object to these. Bennies, hero points and action points are popular.
 

Keep in mind that he OP is essentially sugfesting tht healing surges be treated as a type of hero point that can be used to evade damage. It does work well for cinematic play because it simulates moments when the hero escapes certain death or near death by simply being the protagonist. They are not my cup of tea but i can definitely see these as an optional module for a cinematic D&D campaign. I fact i think many people who object to healing surges as they appear in 4e wont object to these. Bennies, hero points and action points are popular.

I'd just rather see a modernization of hit points than yet another hit point mechanic stacked upon the old hit point mechanic.
I don't object to hit points being used in more ways that just for soaking damage. You could used them to pay off an attack. If you are leery the next attack will destroy you, simply pay a dodge cost of 5 hp. It's the same thing.
 

Don't you manage your poisons, explosives, caltrops, and rope?

No. I don't "manage" or even measure poison, explosives, caltrops and rope when I'm playing a fighter or rogue. Have these things? Sure. But have to maintain how much of them I have is near 0. I record it once and I'm done.

Rarely do I use poison or caltrops at all.
My rope length almost never reduces, occasionally I might need to cut a piece off but it ALMOST never changes.
Explosives are situational and don't require a cooldown, like daily or encounter, to use. And when used, they are often back to back or in a large group so I'll go from having several to having none in a very quick timeframe.

Also, as others said, this bares no resemblance to healing surges. Healing surges are things that everyone has and are a resource to manage. They aren't something you can buy and may never use (or use up).
 
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