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What would you put in 1D&D from 4E?
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<blockquote data-quote="NaturalZero" data-source="post: 8964016" data-attributes="member: 55705"><p>I like Healing Surges precisely because they DON't work like a video game.</p><p></p><p>In a video game, you have low level healing potions that you chug, but when you get more HP they become obsolete because they can't fill you up and are replaced by better and better healing potions. This is exactly how 5e works. Exactly. Like a video game.</p><p></p><p>On the other hand, healing surges are both narratively and mechanically better. From a narrative perspective, it doesn't make sense that a super healthy and tough fighter is barely healed compared to his optimal state next to a wizard after drinking the exact same potion or getting the exact same spell. The way it works in 5e compared to 4e is exactly opposite to what you'd expect from the narrative and it's because of gamey game reasoning.</p><p></p><p>Mechanically, healing surges are nice because they give every class a hard daily limit, despite some classes having short rest features, because there isn't unlimited video game healing potion mechanics in play. Also, it combats the down-and-up problem with healing 5e because you can actually get healed and then take hit before going right back down. Cure wounds actually becomes more valuable in a meaningful way.</p></blockquote><p></p>
[QUOTE="NaturalZero, post: 8964016, member: 55705"] I like Healing Surges precisely because they DON't work like a video game. In a video game, you have low level healing potions that you chug, but when you get more HP they become obsolete because they can't fill you up and are replaced by better and better healing potions. This is exactly how 5e works. Exactly. Like a video game. On the other hand, healing surges are both narratively and mechanically better. From a narrative perspective, it doesn't make sense that a super healthy and tough fighter is barely healed compared to his optimal state next to a wizard after drinking the exact same potion or getting the exact same spell. The way it works in 5e compared to 4e is exactly opposite to what you'd expect from the narrative and it's because of gamey game reasoning. Mechanically, healing surges are nice because they give every class a hard daily limit, despite some classes having short rest features, because there isn't unlimited video game healing potion mechanics in play. Also, it combats the down-and-up problem with healing 5e because you can actually get healed and then take hit before going right back down. Cure wounds actually becomes more valuable in a meaningful way. [/QUOTE]
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Community
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What would you put in 1D&D from 4E?
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