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Healing Without Surges

Healing surges is something I never liked about 4e. Let us make healing surges into an optional rules module and keep healing a little more simple. I am okay with the idea of a healing surge value being 1/4 total hp. I think it is more elegant than the 3e and older idea that a "cure light wounds" is 1d8+x regardless of who you are casting it on. So I guess I would endorse an elimination somehow of healing surges as a daily resource.
 

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Healing surges is something I never liked about 4e. Let us make healing surges into an optional rules module and keep healing a little more simple. I am okay with the idea of a healing surge value being 1/4 total hp. I think it is more elegant than the 3e and older idea that a "cure light wounds" is 1d8+x regardless of who you are casting it on. So I guess I would endorse an elimination somehow of healing surges as a daily resource.

I don't care if they use healing surges or what, but there should be limitations to how many potions/wands can be used on you. Otherwise instead of HP, we should just deal damage directly to gold.

Also I'd like a resource for how many fights/how long a character can go during an allotment of time. Allowing them to face multiple battles in decent condition, but eventually reach their limits.

So something that makes it so at low levels you can handle more than 1 battle, and also prevents those with cash from having unlimited hit points practically. Healing Surges did both of these, so they can come up with something else, or call it something else (I've heard things of Heroic Surges), but some resource is needed.
 

I prefer to go with realistic times to heal injuries. A broken leg, a pierced arm, loss of blood don't fix themselves with short rests. Nor long rests. You either have magic to take care of it or you are out for a while.

Yep, this is me. Agreed.
 

I don't want healing surges at all.

Bed rest and magical healing are my preferred methods. Not all fighters should have wizards "not-magic" magic, not all fighters should heal themselves. Clerics need to not be a fighter replacement (only a temp stand in). Give everyone their role, and need some sort of those roles for the party to function.
 

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