A Question of Leadership. And sometimes dwarves.

Tequila Sunrise

Adventurer
I'm writing a mini-MM full of stock NPCs, and I'm curious how other DMs handle healing surges for NPCs. Personally I'm loathe to give my NPCs access to surges.

But if NPC clerics don't heal [in combat], and NPC dwarves don't go *ding* I suddenly feel better!, what do they do? What do you give them to express their clericiness or dwarfishness?
 

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Dwarves can still resist forced movement and falling prone and have bonuses to poison saves. And of course wield axes and hammers.

Clerics can grant their allies bonuses to hit and damage and zap people with searing light.
 

Why are you loathe to give NPCs access to healing surges? By RAW all NPCs {and monsters} have at least one.. allowing them to do their second wind once per day.

Of course, I am not sure what you have in mind by 'NPC', whether it be a companion, a PC replacement, joe bartender, minor villain.... lots of options there.
 

I'm writing a mini-MM full of stock NPCs, and I'm curious how other DMs handle healing surges for NPCs. Personally I'm loathe to give my NPCs access to surges.

But if NPC clerics don't heal [in combat], and NPC dwarves don't go *ding* I suddenly feel better!, what do they do? What do you give them to express their clericiness or dwarfishness?

All monsters and NPCs get 1 healing surge per tier. They do not, however, usually have Second Wind. As a result, they can't use their healing surges without items (healing potions, for instance) or allied healers. Companions get more, as they expect you to heal them.

There are NPC rules that stick pretty close to the class rules in the DMG1 (there's actually two sets of rules, one being a functional template set, just to make things more confusing). As a result, a few templated creatures like the death knight and lich have Second Wind.

Dwarves have two "dwarvishness" abilities - Stand Your Ground (harder to push or knock prone) and a minor action Second Wind. Giving ordinary NPCs Second Wind contributes to the grind, so I would suggest not giving them that. They'll still seem "dwarvish" with their Stand Your Ground ability. Indeed, the dwarf hammerer from the PH1 gets a free attack if anyone tries to push it! This becomes important when you have powers for virtually ever core class that can push a dwarf.

Clerics are another matter. To make an NPC feel like a cleric is a simple matter of picking an appropriate at-will (I like Lance of Faith, giving out a +2 bonus to hit as an at-will is kind of nice, and Righteous Might, though you might want to cap the bonus to hit to no more than +4, and even Sacred Flame, but only give a rerolled save as temp hp equals grind).

Then pick a limited power: usually a PH1, Essentials 1 or what have you encounter ability (as a recharge) or daily ability (as an encounter, note that those with a duration of the entire encounter are usually too powerful).

To avoid grind, you want to avoid powers like Priest's Shield that gives an AC or defense bonus (although it's probably okay to use these on occasion, especially in "boss fights").

You also want to avoid complicated powers, like Spiritual Weapon or anything else that summons anything. But I figure you knew that already :)

According to the DMG1, an NPC cleric is usually a "controller (leader)". Most cleric NPCs would be considered "controller (leaders)" though melee clerics might be "soldier (leaders)" instead. Take a look at spells like Command and tell me clerics aren't controllers.

If you're daring, you can also give the cleric Healing Word as an encounter ability (note, not twice per encounter, as you want to avoid too much grinding). I don't believe NPC clerics get Healer's Lore, and whether you want to give bonus dice of healing depends on just how daring you're feeling. A melee cleric might want to take healing strike instead, although there is the downside of no effect on a miss. Maybe that's a good thing.

I only give "named" NPC clerics this ability.

Giving the ability to use a healing surge might be too dangerous, when you consider a cleric could work with a much higher level monster, a solo, or both! The dwarven cleric in Dark Sun Creature Catalog simply gives 15 or 20 hp back, which I suspect is roughly its healing surge value.
 
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RAW is NPCS have 1 healing surge per tier, but no second wind.

I've found this to cause problems if NPCs are used for anything other than cannon fodder. In particular, during a day they at Heroic tier can only spend 1 surge once, which causes problems with surge dependent PC-class NPCs like Paladins. But after an extended rest they can apparently still heal to 100%, PC-style - no lingering injuries.

I'm coming to think that a lot of NPCs should use the Companion Character rules for healing surges; both those who adventure alongside the PCs and villains who oppose the PCs more than once. CCs get healing surges in return for reduced hp; if Elite they should still get an action point too.

Alternately there should perhaps be some middle ground where NPCs have a moderate number of surges, at least enough to heal up once: I'd suggest 3+Tier, so Heroic Tier NPCs would have 4 surges.
 

It may be easier to just give the NPCs powers in place of surges, so for the Paladin NPC example, give him an Encounter 'Lay on Hands' power which heals for 1/4 of his HP.

For a Cleric, you might give them 'Cure Light Wounds', recharges on a 4-6, heals for 20HP? (Yeah I know that sounds more like previous versions:))
 

It may be easier to just give the NPCs powers in place of surges, so for the Paladin NPC example, give him an Encounter 'Lay on Hands' power which heals for 1/4 of his HP.

For a Cleric, you might give them 'Cure Light Wounds', recharges on a 4-6, heals for 20HP? (Yeah I know that sounds more like previous versions:))

This is how I work it. Myplayers understand NPCs simply don't mechanically work like their heroes. However, my experience looking at other published NPCs shows exactly what [MENTION=93904]Kerranin[/MENTION] is suggesting: NPCs with encounter (or daily) powers that do things similar to Healing Surges. I have noticed more than a few NPCs that have encounter powers that allow them to regain HP (usually LESS than a healing surgeactually). This seems an easy and reasonable solution.
 

Thanks for everyone's thoughts! I still feel unsatisfied with NPC dwarves though. Someone once commented that "second wind is my dwarf's racial power," and I think that's pretty accurate even if not technically true. Stand Your Ground and Iron Stomach are dwarfy, but they don't have the oomph that Dwarven Resilience has.

So I'm thinking of an alternative power like "+2 to defenses UENT" or an interrupt like "+4 defenses against one attack."

Why are you loathe to give NPCs access to healing surges? By RAW all NPCs {and monsters} have at least one.. allowing them to do their second wind once per day.

Of course, I am not sure what you have in mind by 'NPC', whether it be a companion, a PC replacement, joe bartender, minor villain.... lots of options there.
As Psi mentioned, most non-PCs don't have second wind. IMO, with good reason -- nothing creates that feeling of grind quite like "Oh, that 200 damage you spent the last four rounds dealing to the necromancer? Mostly gone. He's not bloodied anymore, by the way."

As to what my NPCs are for; they're all possible adversaries, though not the RAWR I EVIL kind. Just NPCs that exist in any D&D setting, who the PCs may or may not be at odds with. Soldiers, archers, militia, unnamed priests, wizards, etc.
 

Yeah, I'd just avoid healing for opponents entirely. Monsters already have excess hit points relative to PCs, which kind of gives them some of the advantages of having healing 'built-in' without the disappointing "ohhh, he's all healed up now" thing. It also just makes things easier for the DM, since you KNOW the monsters are going to only fight one fight today there's no point in playing resource management games with them.

Allied NPCs I think work OK with the CC rules as-is. Yeah, they have less surges than a PC and less ways to use them, but they are after all again, simpler, and intended to be less durable and significant than a PC to some extent.
 

Here's an example of Healing Word, written for an NPC. This cleric character has 100 hit points.

Friar Random
Minor Actions
Healing Word (divine, healing) * Encounter. Effect: Close burst 10 (Random or only ally). The target can spend a healing surge. Instead of the hit points it would normally regain, it regains 25 hit points.

Setting the value at a fixed value prevents abuse when he's healing an elite ally, for instance.
 

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