Leif
Adventurer
Yes, and between encounters a pc can spend as many surges as he has available. Beginning a challenging combat at much below max hp is ill-advised. and hopefuly, most can make it thropugh one battle without needing urgently to be healed, we hope, but see my next comment below.The issue isn't the number of surges, but rather the ability to activate them during combat. Everyone has a Second Wind, but then you need other healing powers to use more than 1 surge during an encounter.
sounds like it should be pretty much covered. But, uh, giants can sometimes tend to be damage-dealing machines, can't they?Sariel can heal anyone with Inspiring Word 3x/encounter
Everyone can use second wind once per encounter (either on their own or triggered by a DC 10 Heal check - Sariel, Durn, and Althous cannot fail a DC 10 Heal check)
Durn can heal himself with Victorious Surge once per day
in addition
- everyone gains temp HPs when they spend an action point due to Sariel's Resourceful Presense
- Sariel has an encounter power that grants some temp HPs
- Tyrus can gain some temp HPs with an encounter power, and a lot of temp HPs with another encounter power
- Durn has a daily power that grants him a lot of temp HPs
- Heise has a potion of healing
- Sariel has a Battle Standard of Healing
I agree.Luckily, this is one of the party composition problems that most easily corrects itself. If people are dying because of lack of healing, well then, we've got dead PCs to replace.
But really, I don't think this will be a major issue. 4e is the most forgiving edition in terms of healing. We do have one dedicated healer. We should be able to hack it. Let's not get too worked up.
Please, Insight, don't do this? Let's see how it works for a while first, ok?Another option to try to alleviate the somewhat lack of healing would be for me to change Durn from a 1H specialist into a temp monster (Battlerage Vigor). I'm going to explore that option, just for the heck of it.
EDIT: It's not a bad idea, honestly. Making this change would not necessitate very many adjustments to Durn. He would lose +1 to attack rolls and I would swap out 2 feats and 3 powers. No equipment changes or skill changes or anything else. In essence, he has 1 at will, 1 encounter, and 1 daily with the invigorating keyword, meaning he would gain 16 temp hp when he hits with those. He would gain 7 temps if he hits with something else or misses with an invigoring power. He would lose out on some cool shield-specific stuff, though. No more pushing bad guys 4 squares with his shield (only 2 squares now, I think).
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