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What needs to be fixed in 5E?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5707964" data-attributes="member: 82106"><p>OK, you show me how your character can use a teleport to be permanently out of reach of the enemy for the whole encounter, which is often trivial with flying. Heck, I can fly over a wall, you can't teleport through it. Of course there will be specific tactical situations where you'd rather be able to teleport, but as a general thing I'd clearly rather have a flying speed than a teleport, even if the teleport was at-will (though that would be mighty handy). </p><p></p><p>Healing Surges represent the vitality of your character. Not every HS loss may represent a 'wound' but neither does every HP loss either, nor did it ever. I disagree that HP were ever 'physical damage', but we don't really need to have THAT discussion again, its been had many times on this board. The very fact that HS require time (admittedly not a lot of time) to recover indicates they are a more significant indicator of the health of your character than hit points are. Truthfully neither HS nor HP precisely conforms to one specific thing.</p><p></p><p>We'll just have to disagree about the whole 'perceived problem' thing. Clearly there was a problem that was perceived. Clearly the purpose of the design was to allow PCs to be both vulnerable enough within the context of an encounter to be at risk and yet durable enough overall that they can go on for the day. Seems like they largely succeeded there.</p><p></p><p>I can't even comprehend what you mean by 'not really damaged', come over and play and we'll see. I mean when your character gets ganked by some monster it looks a LOT like 'hurt' to me. Anyway, this debate has been had many times before. I don't want to go back to the bad old days of "You MUST have magical healing or else" which just made healing magic trivialized and mandatory, and basically made hit points a matter of either gold pieces spent on potions or if you couldn't buy them then DM whim.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5707964, member: 82106"] OK, you show me how your character can use a teleport to be permanently out of reach of the enemy for the whole encounter, which is often trivial with flying. Heck, I can fly over a wall, you can't teleport through it. Of course there will be specific tactical situations where you'd rather be able to teleport, but as a general thing I'd clearly rather have a flying speed than a teleport, even if the teleport was at-will (though that would be mighty handy). Healing Surges represent the vitality of your character. Not every HS loss may represent a 'wound' but neither does every HP loss either, nor did it ever. I disagree that HP were ever 'physical damage', but we don't really need to have THAT discussion again, its been had many times on this board. The very fact that HS require time (admittedly not a lot of time) to recover indicates they are a more significant indicator of the health of your character than hit points are. Truthfully neither HS nor HP precisely conforms to one specific thing. We'll just have to disagree about the whole 'perceived problem' thing. Clearly there was a problem that was perceived. Clearly the purpose of the design was to allow PCs to be both vulnerable enough within the context of an encounter to be at risk and yet durable enough overall that they can go on for the day. Seems like they largely succeeded there. I can't even comprehend what you mean by 'not really damaged', come over and play and we'll see. I mean when your character gets ganked by some monster it looks a LOT like 'hurt' to me. Anyway, this debate has been had many times before. I don't want to go back to the bad old days of "You MUST have magical healing or else" which just made healing magic trivialized and mandatory, and basically made hit points a matter of either gold pieces spent on potions or if you couldn't buy them then DM whim. [/QUOTE]
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What needs to be fixed in 5E?
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