it isnt just the surges.. it is the concept of healing and HP to begin with is the problem for some people. that is where the 15 minute workday came from. not the wizard being without spells, but the cleric being without healing as the wizard wasnt as forced to have a specific spell list as the cleric was to cast certain spells.Seerow wrote:So because something existed in previous editions, and thus players used them, nothing stops DMs from homebrewing and causing the same problem in a different system?shadzar wrote:
the sack of CLW is a metaphor for anything that would offer more HPs, and there is NOTHING stopping a DM or players alike, form adding something like a sack of CLW to 4th. nothing stopped them from buying potions of healing in 1nd, 1st, etc from games that allowed/included Ye Olde Magick Shoppe.
Do you even listen to yourself? Sure the DM can homebrew in something that completely breaks the healing surge paradigm.
what really do you think healing surges fix? they offer a way to get more HPs without resting part or in whole for the party. the fact those HPs come from ANY character as opposed to just the cleric, really doesnt solve anything as there will ALWAYS be a limit to HP any character has so long as HP are a part of the game.
some people just dont like having a health-bar or life-meter in the game.
take someone who prefers 4th over TSR editions or 3.x because it is more heroic.
one part of that heroic cinematic play, is the lack of in-game downtime for the characters, as being laid up in bed resting isnt heroic. well unless you are on some sort of timed quest that you dont have time to rest (which is a dick DM thing to use other than once in a real world year), then the characters dont really notice the time passing, and what is heroic for them and the world is up for EVERYONE to decide, rather than the players deciding what is heroic.
sadly some players cant see that heroic is anything other than a senzu bean healing everything save for disease right away.
