What would you have done?

Where does it say that? I read the passage once long ago, lost it, and since then have seen in SEVERAL places where it says, "if you don't have any healing surges available, your condition does not change."

PHB p295:
Regain Hit Points: When you are dying and receive healing, you go to 0 hit points and then regain hit points from the healing effect. If the healing effect requires you to spend a healing surge but you have none left, you are restored to 1 hit point.

-Hyp.
 

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Ok so no rings before level 11 or so. Is that any better?
That's "no rings before level 11 or so" in the same way as 3e was "no staves before level 9 or so" (based on the cheapest staff in the DMG costing 16,500 gp and the recommendation that no single item should be worth more than half the character's wealth). There's no actual limitation preventing a character of lower level than 11 from using a ring, it's just that all the ones published so far are too powerful for low-level characters.


I know how short rest mechanics work and I never said that encounter powers were in any way unbalanced, overpowered, ect. Its not the restriction itself which is subjective but the unit of measurement. Daily powers are measured by an objective unit, the day. You can use this power X number of times per day. Powers based on a per encounter recharge feel very artificial and gamist but are not really broken in a purely mechanical sense.

Using an encounter power takes the wind out of you, and you need to take a breather before you do it again. To me, that sounds a whole lot more reasonable than daily abilities (especially ones that can be used more than once per day).
 

PHB p295:
Regain Hit Points: When you are dying and receive healing, you go to 0 hit points and then regain hit points from the healing effect. If the healing effect requires you to spend a healing surge but you have none left, you are restored to 1 hit point.

-Hyp.

Ah. Now I think I understand. All those passages I have been reading about "no healing surges = no change" is referring to the natural 20 on a death save. Outside healing can still put you up to 1 hp it would seem.

Thank you.
 

1. The person I was responding to when I said that was criticizing me, and accusing me of cheating, because I had the jelly split multiple times. My players didn't suffer a TPK. In fact, they won without major hit point loss. I extended the jelly's life span because the players were having a good time fighting it, and I didn't want the fight to end while it still had so much fun left in it.

2. The OP, who did suffer a TPK, didn't have the jelly split extra times. He appears to have run the jelly exactly as it is written in the module.

Ah, sorry then. I was confused. The situations were similar enough (for obvious reasons) that I was thinking you were the OP's DM. If everyone in your game had fun, you did your job right.
 


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