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Old 3rd February 2009, 09:13 PM   #1 (permalink)
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abyssaldeath Goblin Sharpshooter (Lvl 2)
Power (healing surge) items

Does using an item that has Power (Healing Surge) use up an allotment of a daily item use?
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Old 3rd February 2009, 09:17 PM   #2 (permalink)
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No, because it is not a Power (Daily).
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Old 3rd February 2009, 09:28 PM   #3 (permalink)
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Thats what I think as well. The reason I ask is because of this thread. Items that use healing surges - Wizards Community

I can't find anything official to back me up.
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Old 4th February 2009, 01:50 AM   #4 (permalink)
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Originally Posted by abyssaldeath View Post
Thats what I think as well. The reason I ask is because of this thread. Items that use healing surges - Wizards Community

I can't find anything official to back me up.
FitzNightEyes is both less accurate and less official than Customer Service. I wouldn't worry to much about what he says.
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Old 4th February 2009, 02:07 AM   #5 (permalink)
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I know, it just bugs me when I fairly certain I'm correct, but I can't prove it.
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Old 4th February 2009, 07:38 AM   #6 (permalink)
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Nasliter Goblin Sharpshooter (Lvl 2)
From PH p. 226

Healing Surge: You begin with one use of the
power per day, like a daily power. You can renew this
item’s power by taking a standard action to funnel
your vitality into the item, spending a healing surge
in the process. Spending a healing surge in this way
doesn’t restore hit points, and this standard action is
separate from the action required to activate the item’s
power.


So to answer abyssaldeath question, no I do not think that the item uses an allotment daily use, I think that it functions like an at-will or encounter item power, just with the stipulation that you need to burn a healing surge to recharge it.
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Old 4th February 2009, 01:21 PM   #7 (permalink)
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Originally Posted by Nasliter View Post
So to answer abyssaldeath question, no I do not think that the item uses an allotment daily use, I think that it functions like an at-will or encounter item power, just with the stipulation that you need to burn a healing surge to recharge it.
I respectfully disagree. As you quoted above "Healing Surge: You begin with one use of the power per day, like a daily power."

To me that pretty clearly says that they function like Daily powers. So in my campaign they ARE Daily Powers, but with the benefit of a recharge mechanism.

But it is most definitely NOT the only interpretation, and could benefit from some WotC clarification.
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Old 4th February 2009, 01:46 PM   #8 (permalink)
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I respectfully disagree. As you quoted above "Healing Surge: You begin with one use of the power per day, like a daily power."

To me that pretty clearly says that they function like Daily powers.
What it says is that it is like a daily power in that you start the day with one use of it. It does not say that it functions like a daily power in any other respect, and it doesn't make any reference to it functioning like a Daily Item Power at all.
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Old 5th February 2009, 02:11 PM   #9 (permalink)
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What it says is that it is like a daily power in that you start the day with one use of it. It does not say that it functions like a daily power in any other respect, and it doesn't make any reference to it functioning like a Daily Item Power at all.
And that's why I said it's not the only interpretation...
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Old 5th February 2009, 06:19 PM   #10 (permalink)
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Originally Posted by abyssaldeath View Post
Does using an item that has Power (Healing Surge) use up an allotment of a daily item use?
No.
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Old 6th February 2009, 01:48 PM   #11 (permalink)
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No.
That's what I love about this community - the WotC folks are always willing to drop in and set the record straight! Now I'm off to make a note to myself that I was wrong....
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Old 6th February 2009, 07:50 PM   #12 (permalink)
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To me that pretty clearly says that they function like Daily powers. So in my campaign they ARE Daily Powers, but with the benefit of a recharge mechanism.

But it is most definitely NOT the only interpretation, and could benefit from some WotC clarification.
You mean like the clarification two posts above yours?
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Old 7th February 2009, 05:16 PM   #13 (permalink)
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Which post did you quote there Kordeth. Can't find it (the "kam11" one), and the arrow link is broken.
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Old 7th February 2009, 06:57 PM   #14 (permalink)
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Which post did you quote there Kordeth. Can't find it (the "kam11" one), and the arrow link is broken.
That text appears in beverson's message, Post #7. No idea about the "kam11" part.
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Old 9th February 2009, 04:07 AM   #15 (permalink)
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Quote:
Originally Posted by Nasliter View Post
From PH p. 226

Healing Surge: You begin with one use of the
power per day, like a daily power. You can renew this
item’s power by taking a standard action to funnel
your vitality into the item, spending a healing surge
in the process. Spending a healing surge in this way
doesn’t restore hit points, and this standard action is
separate from the action required to activate the item’s
power.


So to answer abyssaldeath question, no I do not think that the item uses an allotment daily use, I think that it functions like an at-will or encounter item power, just with the stipulation that you need to burn a healing surge to recharge it.
So with this all said if I have 8 healing surges I can "recharge" the item 8 times in a day. Do you think it should be limited to 1 "recharge" per encounter or as many standard actions in an encounter till you have no healing surges. Also, what if a power "allows" you to use a healing surge (from someone elses powers too) can you use this instead?

I think I like the latter on only being able to use the "recharge" once per encounter. Of course, as a DM you can say otherwise or even say you can only do it daily.

Funny thing this exact situation came up in my last game.
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Old 9th February 2009, 04:46 AM   #16 (permalink)
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Given that it takes a standard action to recharge the power, then another action to activate the power, I'd say it's going to be used once per encounter at most. The first charge is free, you can recharge during a short break, but if you recharge during a combat encounter, it's going to cost you valuable time.

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Old 21st February 2009, 03:22 PM   #17 (permalink)
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all this discussion for bloodcut armor? LOL (it's the only item that has the 'healing surge' power. And to be honest I'll not spent a healing surge to get resist all 10 until end of turn!
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Old 21st February 2009, 07:25 PM   #18 (permalink)
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I became interested in Bloodcut Hide Armor because I'm playing a Dwarf Ranger who likes to get into the thick of things. If I can guess in advance that the next round is going to involve a lot of beat down upon me, then 10 resist all is a pretty good deal.

To the tune of Popeye the Sailor-man:

"I'm Axam the Dwarf Ranger,
To foes I'm a great danger,
I slice 'em,
I chop 'em,
I hack 'em,
I drop 'em,
I'm Axam the Dwarf Ranger!"

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Old 22nd February 2009, 03:52 PM   #19 (permalink)
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all this discussion for bloodcut armor? LOL (it's the only item that has the 'healing surge' power. And to be honest I'll not spent a healing surge to get resist all 10 until end of turn!
Why? If you get resist 10 until the end of your next turn you could prevent a whole heck of a lot of damage that would cost more than a few healing surges to get you back. I have seen the resist used to great effect for types that like to get into the thick of things.

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Old 22nd February 2009, 04:08 PM   #20 (permalink)
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Well, I think the opportunity to use the resist 10 function is going to be fairly limited given that a character in the thick of combat is hardly going to want to burn their one standard action on the CHANCE that they will need to resist damage. In almost all cases it would be far better to simply use the standard action to beat down your opponents, thus denying them the chance to DO the beat down in the first place.

There are times however when it will make sense. A defender facing a strong opponent whom his particular attacks aren't very effective against for instance. He can simply power up the resistance, tie down the monster, and let the strikers worry about killing it off, his job at that point is just to be a blocker. The only real weakness there is that fighter marks expire at the end of the character's next turn, so it will either require burning an AP or having some sort of move/minor/free/interrupt way of marking. There are ways to do that, though they are not all that easy to come by. I would observe that heavy offense fighters might consider building their character in such a way as to allow for that, and Bloodcut Armor thus becomes an interesting item to build around.
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