Combat Change: Reducing the power of healing

Stalker0

Legend
One interesting thing about 4e optimization, healing can actually be one of the strongest abilities a party has. So much so that it can be a challenge to wear down a parties hitpoints. Whether you feel healing in 4e is strong or not is another debate, but if you do, here are some ideas to systematically reduce the effect of healing.

Note: Each option can be used together, or mix and match the ones you like.

Option 1: Reduce surge healing.

A healing surge returns 1/5 of a character total hitpoints, not 1/4.
Comment: The math on this is easy to calculate, and it has a small but noticeable effect on healing that tends to scale as levels get higher (which is generally where the power of healing is most felt).



Option 2: Reduce Leader Healing.

Each Leader's healing ability is reduced by 1 step.
Cleric: Heals a surge at 1st (+wis for class ability), 1d6 + surge at 6th, etc.
Warlord: Heals a surge at 1st, 1d6+surge at 6th, etc.
Bard: Heals a surge at 1st, surge + cha mod at 6th, surge + cha mod + 1d6 at 11th, etc.
Shaman: Heals a surge at 1st (no one else is healed). Gains the spirit companion healing at 6th.
Artificer: Gains +wisdom to healing at 6th, wisdom +2 at 11th, etc.

Note: Assume for sake of argument that leaders are provided something to compensate them for a weakened class ability. We aren't trying to nerf the class outright, just the healing part.

Comments: This is one of the bigger changes. It reduces the main source of healing for most parties, and it reduces the healing gap between parties with a leader and those without. Once again, remember to assume leaders get something to compensate for this, we don't want to nerf the class.


Option 3: Healing below 0

Version 1: A character below 0 who receives healing is brought up to 1 hitpoint (regardless of the amount healed).

Version 2: A character below 0 who receives healing is stabilized. Stabilized characters who receive healing start at 0, and then heal the amount received.

Version 3: A character below 0 who recieves healing gets an immediate death saving throw with a +10 bonus.

Comments: Option 3 is the scalpel of this house rule, it has a big impact on a small section of combat. Version 1 says that once a player is in danger, he may stay in danger even with healing. Healing can bring a character back into the fight but it won't make him healthy.

Version 2 utilizes the most teamwork. Characters can use multiple heals, or combine a heal with a heal check to get the normal healing benefit. It takes more work to bring a person back, but you get the normal benefit.

Version 3 works with the death saving throw mechanic and brings more randomness to healing. If a character rolls a 10 or better on the save then he gets to spend a healing surge and gets back in the fight. If he doesn't, well you just wasted healing. Either way, the person only gets a surge back, not the full heal.
 

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It would seem to me that option 1 would be the best option, insofar as it would have broad impact on all aspects of healing, since most healing powers key off surges, and many of those that do not still use surges as a measure of the increment of healing. It also seems to be the least fiddly. And in many ways it is the most invisible -- everyone is still using second winds, and inspiring/healing/majestic word or what have you, but it is not quite as effective anymore.

I don't like option 2, because I don't think it changes things much more than option 1, and it is, as you say, directly nerfing certain classes. And it seems more fiddly.

Option 3 seems like it would create the problem of reviving characters, only to have them smacked down again.
 

I suspect you could actually go with option 2, but take it even further. In exchange, make all of those abilities also grant a free save. Instead of more health at later level, consider letting them apply to an extra target.

So,
Healing Word
Close Burst 10
Target: You or one creature in burst (At 21st level, you may apply this to two creatures in burst)
Effect: The target may spend a healing surge and make a save.
Special: At 11th level, the target may make a save against all effects a save can end.

Anyhow, one variant I'd suggested some time back - you may spend only one healing surge per combat. You can make Second Wind in addition to that, to strengthen it.

Yet another variant I'd brought up: reduce the # of surges people have by 4 (or some other number), but during a short rest you heal to full. Out of combat healing is completely set, but in combat healing is far reduced unless you can nova with once a day healing. There are a couple things you'd have to look at, like bard Short Rest might give temp hp instead of increasing amount healed.
 
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In my campaign, I've instituted a different "healing from negative" mechanic - basically, that only healing that requires the spending of a healing surge or counts as if they had spent a healing surge resets the character at zero.

So, for example, if a player is given 2 HP, or generation, or the like, it would reduce their negative value, but wouldn't bring them counscious unless it actually brought them above zero.

On the other hand, if the party used lay on hands or healing word (something that requires a surge or counts as a surge), it works as in the rulebook.

I find that it doesn't make much difference, as with 2 leaders and a palladin they simply don't have characters dropping below zero, but at least I don't have to worry about characters yo-yo-ing up and down as a result of their banner of healing, which, even with my change, the party still finds is well worth the gold they spent on it.
 

I'm surprised you didn't suggest what is, to me, the simplest solution. "If you are below 0 HP and receive healing, you heal from your current value, not from zero - but you heal all the way to 1HP at a minimum."
 


Wouldn't an even simpler solution be to simply raise monster damage and reduce monster hit points? I mean, many people like that idea anyhow, and if damage is flowing around faster, the same healing will go less far.

As a bonus, that solution is tweakable entirely on the DM-side of the screen.

Of course, you'll still be shifting the balance towards striker-like builds and away from defensive/leader-like builds, but I doubt it's a big issue.
 

There are differences in effect between the two options. A the moment leaders are considered the most critical you must have members by many, so something that de-emphasizes that and curtails the ability for healing to overwhelm damage is probably not a bad idea.

Also, increased monster damage can be a good thing :)
 

There are differences in effect between the two options. A the moment leaders are considered the most critical you must have members by many, so something that de-emphasizes that and curtails the ability for healing to overwhelm damage is probably not a bad idea.

Also, increased monster damage can be a good thing :)


Also, I'm a big fan of changes on the player's side of the screen compared to the DM side. With DM changes, I have to tweak every monster...every time.

With player changes, they make the change on their character sheet, and we are done. They have to use the changes, the DM has enough to keep track of as it is.
 

I'm guessing you have a party with multiple leaders? I've heard that can be a big issue as the Weebels Wobble syndrome is particularly silly in those situations and fights have to be very protracted or have a high +x in order to properly challenge the group.

With my players they only have a single Artificer as healing and so far no access t healing potions etc. and if anything the healing is about right or slightly on the low side.
 

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