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What needs to be fixed in 5E?
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<blockquote data-quote="KarinsDad" data-source="post: 5707946" data-attributes="member: 2011"><p>Except that healing surges are not just used for healing. They aren't "hit points". They are used for rituals, and environmental factors, and traps, and other game mechanics.</p><p></p><p>D&D hit points used to be the equivalent of Champions Body points. They were serious damage and required magic or serious rest to recover. D&D hit points are now the equivalent of Champions Stun points. They require a short rest to recover shy of being out of healing surges.</p><p></p><p>D&D hit points are no longer what they were. And the only reason for that is because of game designer perceived problems that really didn't exist in the game.</p><p></p><p>This is really one aspect of computer games that bled into D&D. Characters don't really get hurt (shy of dying) and they recover from their 'fatigue' quickly.</p><p></p><p>Healing surges are not the equivalent of Champions Body points because unlike earlier D&D versions of hit points, that is not the purpose of Healing Surges and it is very difficult for Healing Surges to be magically healed (they can be party shared somewhat easily). The main magical way to recover healing surges in 4E is the one hour Fantastic Recuperation ritual and even that is really just a way to do an extended rest faster.</p><p></p><p>If there is one thing that I hope they do with 5E, it's go back to hit points being (for the most part) real damage which requires magic or significant rest to heal. PCs not getting really damaged is silly.</p><p></p><p></p><p></p><p>Teleportation in D&D has more versatility and power, and should mechanically result in flight being lower level than teleportation. Just like Stunned has more versatility and power than Dazed where Dazed should be lower level.</p><p></p><p>There is nothing binary about the power and versatility of teleportation. It's just hands down better than flight in 4E, so it should be higher level and more rare. Just like any other more powerful effect.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5707946, member: 2011"] Except that healing surges are not just used for healing. They aren't "hit points". They are used for rituals, and environmental factors, and traps, and other game mechanics. D&D hit points used to be the equivalent of Champions Body points. They were serious damage and required magic or serious rest to recover. D&D hit points are now the equivalent of Champions Stun points. They require a short rest to recover shy of being out of healing surges. D&D hit points are no longer what they were. And the only reason for that is because of game designer perceived problems that really didn't exist in the game. This is really one aspect of computer games that bled into D&D. Characters don't really get hurt (shy of dying) and they recover from their 'fatigue' quickly. Healing surges are not the equivalent of Champions Body points because unlike earlier D&D versions of hit points, that is not the purpose of Healing Surges and it is very difficult for Healing Surges to be magically healed (they can be party shared somewhat easily). The main magical way to recover healing surges in 4E is the one hour Fantastic Recuperation ritual and even that is really just a way to do an extended rest faster. If there is one thing that I hope they do with 5E, it's go back to hit points being (for the most part) real damage which requires magic or significant rest to heal. PCs not getting really damaged is silly. Teleportation in D&D has more versatility and power, and should mechanically result in flight being lower level than teleportation. Just like Stunned has more versatility and power than Dazed where Dazed should be lower level. There is nothing binary about the power and versatility of teleportation. It's just hands down better than flight in 4E, so it should be higher level and more rare. Just like any other more powerful effect. [/QUOTE]
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