Forked from: Power Points for powers - solves a lot of issues
As I was reading through this PP thread CapnZapp's comment got me thinking about how HS are limited. Should they be? Why are they? Are there limitation a cause for the 5-minute adventure day?
I think sthey should be limited, but not in a daily way. Too often the Defenders find themselves with 0 HS and the rest of use have used 2 maybe 1. Combat is already pretty long, so removing the limit would not be good from that perspective. On that same note, do we really want to have a super long drawn out encounter end (by TPK) because of the lack of healing surges? That's an easy no. Yes we seem to want later encounters to be more difficult, have a higher chance of dying.
I offer up this HR for concideration.
Yes, this requires some extra work on the player's and DM's part but it should be relatively small as they should be tracking the number of encounters anyways (for Milestones/AP purposes). Granted that is not the same as a Short Rest, but should be close enough.
In my eyes, this addresses the Defenders wanting to rest before the rest of the party and provides a mechanism of increased risk after every encounter without completely drying them up.
Thought, comment, flame?!?! If this goes over well here, I'll give it a try at my table..
CapnZapp said:As I see it, 4E avoided magic points because that would lead to spell-casters drying up and becoming worthless (just like spell slots per level).
So they created this whole at-will/encounter/daily framework instead.
But then they went ahead and added healing surges, making characters dry up and have to rest anyway!?!
As I was reading through this PP thread CapnZapp's comment got me thinking about how HS are limited. Should they be? Why are they? Are there limitation a cause for the 5-minute adventure day?
I think sthey should be limited, but not in a daily way. Too often the Defenders find themselves with 0 HS and the rest of use have used 2 maybe 1. Combat is already pretty long, so removing the limit would not be good from that perspective. On that same note, do we really want to have a super long drawn out encounter end (by TPK) because of the lack of healing surges? That's an easy no. Yes we seem to want later encounters to be more difficult, have a higher chance of dying.
I offer up this HR for concideration.
The number of Healing Surges a character has is reduced by 5. So a Paladin now has 5 + Con mod Healing Surges (previously 10 + mod) and a Wizard would have 1 + Con mod (previously 6 + Con mod). The Durable feat will still function as normal, increasing the number of Healing Surges by 2.
After an Extended Rest a character will have their (new) full number of available Healing Surges for use. After a Short Rest a character will regain a number of Healing Surges equal to their (new) full number minus the number of Short Rests taken since their last Extended Rest (minimum 1).
When an item/feat/feature is based on the number of healing surges you've spent since your last Extended Rest (like some Tattoos; Ironheart Tattoo for example) use the number of Healing Surges you've spent since your last Short Rest plus the number of Short Rests you've taken since your last Extended Rest. This should work out to be the similar.
Yes, this requires some extra work on the player's and DM's part but it should be relatively small as they should be tracking the number of encounters anyways (for Milestones/AP purposes). Granted that is not the same as a Short Rest, but should be close enough.
In my eyes, this addresses the Defenders wanting to rest before the rest of the party and provides a mechanism of increased risk after every encounter without completely drying them up.
Thought, comment, flame?!?! If this goes over well here, I'll give it a try at my table..