fenriswolf456
First Post
Overall, I like the healing surge concept. Recovery rates are a separate issue. As is the term they are called by (I still find it strange to hate a concept based on what it's called, though I suppose I can see how the name can generate misconceptions).
I like Surges as they helped move away from the necessity of having a healer. Rather than the party relying on the healer and their number of healing spells, the party now has to take stock of their entire group.
I also prefer that they are proportional to a character's HP, to make healing more even.
HS are already proportional to HP. I do prefer your 1/X over a straight basic roll, as it at least solves the 1d8 per cure light wounds issue. Though a proportional spell like that means less dice rolling, I'm afraid
Still, I'd prefer that powerful, high level healers to just cast powerful heals, rather than a dozen 1st level ones
So rather than the day being decided because your healer is out of heals, it's now decided on the fact that one (or more) of your party members is too battered and beat-up to continue on without rest?
I fail to see how this is not at least the same, if not a better reason.
Now a likely argument will be that then why can't the healer just use their heals on them? But it's just a shift on where the limits of adventuring are. Rather than it being based on one character (the healer and limited number of spells), it's now based on the party (based on who's the most beat up, which can and does change almost every adventuring day).
Because you describe it like a video game, which is why it's video-gamey.
How about:
Fighter, bleeding, tiredly growls and straightens ... and despite the bleeding head wounds, stalks forward with grim determination to see the job done.
Perhaps this is where the hate for the term comes, as I see a lot of posts state that a healing surge heals your character completely, which is in fact not what it does. It merely restores HP, nothing says that wounds seal closed or anything.
Certainly, if you're having just one combat a day, then a lot of concepts don't matter. The idea of daily use abilities is completely unnecessary too, and Action Point encounter usage. The party can just unleash with everthing they have.
I don't see how this is a problem with healing surges. If you're not pressing the limit on character's surge totals, it's no different than not pushing the cleric with their total number of heals. The surge value should still be useful for the actual combat.
I like Surges as they helped move away from the necessity of having a healer. Rather than the party relying on the healer and their number of healing spells, the party now has to take stock of their entire group.
I also prefer that they are proportional to a character's HP, to make healing more even.
healing surges could be done better, however, I feel as though they will subtract from the feel. I do feel they are useful, however they make it seem like a board game, as most preset everything does.
Perhaps a healing spell that heals X amount of HP based on level.
For instance, it heals 1/X of health, X is the level.
So at 1st level it heals you fully, while at 20th level it doesn 1/20th of your health.
That's the most preset I would want, I like rolling the dice.
HS are already proportional to HP. I do prefer your 1/X over a straight basic roll, as it at least solves the 1d8 per cure light wounds issue. Though a proportional spell like that means less dice rolling, I'm afraid

Still, I'd prefer that powerful, high level healers to just cast powerful heals, rather than a dozen 1st level ones
See post #8
So rather than the day being decided because your healer is out of heals, it's now decided on the fact that one (or more) of your party members is too battered and beat-up to continue on without rest?
I fail to see how this is not at least the same, if not a better reason.
Now a likely argument will be that then why can't the healer just use their heals on them? But it's just a shift on where the limits of adventuring are. Rather than it being based on one character (the healer and limited number of spells), it's now based on the party (based on who's the most beat up, which can and does change almost every adventuring day).
Total agreement!
In my mind healing surges look like this:
Fighter, bleeding, and tired growls and flexes...... all better.
It just kills it for me. Very video-game-ish.
Because you describe it like a video game, which is why it's video-gamey.
How about:
Fighter, bleeding, tiredly growls and straightens ... and despite the bleeding head wounds, stalks forward with grim determination to see the job done.
Perhaps this is where the hate for the term comes, as I see a lot of posts state that a healing surge heals your character completely, which is in fact not what it does. It merely restores HP, nothing says that wounds seal closed or anything.
And in campaigns with often just one combat encounter on a given day (like mine), they are pretty much totally unnecessary.
Certainly, if you're having just one combat a day, then a lot of concepts don't matter. The idea of daily use abilities is completely unnecessary too, and Action Point encounter usage. The party can just unleash with everthing they have.
I don't see how this is a problem with healing surges. If you're not pressing the limit on character's surge totals, it's no different than not pushing the cleric with their total number of heals. The surge value should still be useful for the actual combat.