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D&D 4E 4e Constitution - what a waste of time !

Runestar

First Post
While I don't view con as a dump stat, my impression of it appears pretty much the same as in 3e, in that I will likely still want to pump it to 13-14 (since it is still fairly cheap up to this point for the benefits it grants), and then ignore it thereafter unless it is a primary stat of sorts, opting instead to focus on my 2 key stats all the way.
 

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Thanee

First Post
Con is extremely useful. Healing Surges are very valuable.
Also, Con is a prerequisite for pretty much all Armor Proficiency feats.

It's at least third tier for almost every class.

Far more useful than Int, for example.

Bye
Thanee
 

Mengu

First Post
Far more useful than Int, for example.

Yeah, if there is an underdog stat, it's Int.

If it's not primary or secondary stat for a class, it quickly becomes the dump stat. A lot of dumb adventurers out there. But throwing yourself headlong into legions of undead or knowingly entering the lair of a dragon does require a bit of stupidity I guess.
 


morikal

First Post
If you have the Adventurer's Vault, then even if you don't think you need the extra healing surges for survival over a long adventuring day, you could sure use them on potions of clarity. Elven Accuracy, possibly multiple times per encounter, with a bonus on the reroll, for the cost of a healing surge? Sure, if you've got enough of them.
 

Regicide

Banned
Banned
Healing Surges are your true hit point value. There's a difference between a Fighter with a Con of 13 and a Fighter with a Con of 14. That difference is about 7 hit points. 1 for the Con, and 6 more for the Healing Surge value.

Because when a party runs out of healing surges, the DM forces them into the next encounter anyway and TPKs them instead of letting them rest? No, not really. As long as you have enough healing surges to hit a milestone, which isn't a lot, then you're good. Anything beyond that is pretty much useless.

While I don't view con as a dump stat, my impression of it appears pretty much the same as in 3e, in that I will likely still want to pump it to 13-14 (since it is still fairly cheap up to this point for the benefits it grants), and then ignore it thereafter unless it is a primary stat of sorts, opting instead to focus on my 2 key stats all the way.

Although I agree thats how it is for 4E (since pretty much everyone wants CON for feats such as hide armour and the like), for 3E CON is the god stat once you approached mid to high level. Not only did it give you massive amounts of HPs, often far more than you get from the dice, but it was for fort saves AND will saves (Steadfast Determination feat) which cover the save-or-dies and the HPs also block the no-save "power word" spells.
 

Mengu

First Post
Because when a party runs out of healing surges, the DM forces them into the next encounter anyway and TPKs them instead of letting them rest? No, not really. As long as you have enough healing surges to hit a milestone, which isn't a lot, then you're good. Anything beyond that is pretty much useless.

What does this mean? Why does a milestone have anything to do with healing surges?

In games I've played, and ran, there have been numerous occasions where one person would run out of (or run low on) healing surges. But they are not in a good spot for an extended rest. They have to push through. That character usually gets to stay in the back and do what they can while staying safe, while the others fight. Or the other option (which has happened) is that the wounded character dives into a fight head first, and dies.
 


Regicide

Banned
Banned
What does this mean? Why does a milestone have anything to do with healing surges?

If you don't have enough healing surges to make a milestone, your party is in trouble. Some things (rez) require milestones. Conversely, if your party can make a milestone, theres no point getting more surges as they'll just be wasted. Check out the 5th page of the battlerager thread... 3 encounters looks pretty typical, thats a milestone and a fight to spend your AP. http://www.enworld.org/forum/d-d-4th-edition-rules/248974-battlerager-experiences-5.html

In games I've played, and ran, there have been numerous occasions where one person would run out of (or run low on) healing surges. But they are not in a good spot for an extended rest. They have to push through.

One person is only a small part of the party. If several, most or all are out of surges, what are you going to do as a DM? Force them to fight and gaurentee a TPK? Of course not, you let they rest or you water down the next fight.

Personally I just let players refresh healing surges after a 5 minute rest, and don't require surges for potions. I don't like the one-fight-a-day mentality that 4E promotes.
 

Danceofmasks

First Post
If you have the Adventurer's Vault, then even if you don't think you need the extra healing surges for survival over a long adventuring day, you could sure use them on potions of clarity. Elven Accuracy, possibly multiple times per encounter, with a bonus on the reroll, for the cost of a healing surge? Sure, if you've got enough of them.

Zomg ... I missed that one ... my wizard (epic tier) is so going to make dozens of them ASAP.
 

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