Another Healing Surge House Rule Thread...

Markn

First Post
Title says it all!

Basically, I like gritty combat. So do my players. If a fights doesn't have an element of threat to it, it just doesn't feel as fun. I also dislike house rules and for the most part, 4e rocks with the exception of healing surges and the time it takes for combat.

Our group has tried fiddling with the rules a bit. We have knocked 20% off HPs of monsters and given them a 1/2 level bonus to damange. The players over time found that having more triggers for their healing surges seem to be the answer to the extra monster damage. Thus, the cleric is a healing god with items that supe up his powers, some characters have MC'd into another class that gives healing and we also have a Warlord and a Cleric in the party. Long story short, there is no end to triggering the healing surges. The DM's have tried increasing the encounter level to hard in most fights and this generally only makes fights last longer without increasing the threat level.

Then we started to see a pattern develop (we are 13th level at the moment). The final encounter of the day almost always seemed to be the most enjoyable and the most tense. Healing surges were low, death was a possibility. Our group learned long ago that when someone becomes bloodied that that was the signal to heal them. If you wait till they drop, then an action is wasted to stand up from prone and death becomes a higher possibility but since we recognize this we have neutralized that type of threat by understanding when healing is most valuable.

This led me to the idea that if there were ways to limit healing surges throughout the day, then maybe more fights would feel more gritty since death would be a bit more of a concern. So far, the best idea along these lines that I can think of is to give out half the healing surges and when the party reaches half the encounters for the day (as dictated by the DM/story) then the PCs have access to the last half of their surges. Any surges left over from the first half are gone. If you have an odd number of surges, the player can choose to spend the 1 odd number at a time of his choosing either in the first half or second half as needed. This essentially creates two encounters a day where "death" seems to be a reality.

What I would like to ask of you guys is: What do you think of this idea and can you think of a system similar to this (or improvements upon my suggestion) to create more encounters in a day where healing surge limits might be realized? I'm somewhat loathe to tinker with the number of healing surges each class gets and I don't want to limit them every encounter as some encounters can go bad but the player should be able to make up the "loss" by not taking as many hits the next fight. This is the resource management at its finest and I think that should be maintained.

In case its relevant, our group tends to have 4 fights a day but occaisionally 5 or 6 happen. As it currently stands, once we hit that point, some PCs (usually different each day) are out of healing surges and it becomes too lethal to continue and so the group rests.
 

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That's an interesting idea you've got there. I'd consider tying it in with an existing mechanic: milestones. The trouble is you never know how many encounters the PCs will choose to go through before resting.
 


Plot-based pacing.

Daily Powers are now called Inspired Powers.

A long rest no longer recovers Inspired Powers.

There are two kinds of milestones -- milestones as part of short rests, and milestones without short rests. Regardless of which type, you roll 1d6 for each expended Inspired Power, and recover it on a 456. In addition, you gain an action point, and regain 1/2 (rounded down) of your max healing surges. Finally, all of your encounter powers are regained.

If your milestone is part of a short rest, you can also spend any number of healing surges before or after you recover them. If the milestone is not part of a short rest, you can spend 1 healing surge before or after you recover your healing surges.

A long rest is identical to a short rest, except your action points (if you have any) are reduced to one, and you also get to make a DC 20 endurance check with a bonus equal to your max healing surges to regain a healing surge. For every 10 you beat this endurance check, you regain an additional healing surge.

---

The effect of the above is that players can no longer 'reset' their status with a mere long rest. Every milestone they get back some of their used inspired powers -- but not all of them. And if they are low on healing surges, the next milestone won't give them all back.

Players can retreat for a long period of time and recover their healing surges over a week or so's rest, if things go poorly. But because the standard power recovery happens during the adventure, you don't have to structure your adventures to allow for the possibility of taking extended rests in the dungeon. When players retreat from an adventure and rest for a week, the monsters may pick up and leave, or finish whatever they where trying to do, or not give the players a week to recover.

Finally, you can do dramatically neat things, like have a really hard fight that flows right into the boss fight without a break, and give the players a milestone in the middle of the encounter.

This works well for a "high intensity adventure" where having days of rest doesn't seem appropriate. In addition, in a "low intensity adventure" where you are getting 0 to 1 encounters per day (say you are traveling, and you get random encounters), the day breaks between adventures don't make resource management nigh pointless.

---

Example. Bob the fighter has an expended brute strike inspired power, has 5/45 HP, an expended bell ringer encounter power, and is at 4/13 healing surges, when he hits a milestone in the middle of an encounter.

He can immediately spend a healing surge to regain 11 HP(and he does), hitting 16/45 HP. Bell Ringer is recovered automatically. He then rolls a d6 for his brute strike power:
Roll(1d6)+0:
6,+0
Total:6
He rolls a 6 -- Brute Strike is recovered!

He also gains back 5 healing surges, bringing him to 10/13 left. Bob is happy.

Then the boss of the dungeon explodes through the floor, and Bob goes from happy to being relieved.

Later on, Bob is traveling. He finishes an encounter with 5/13 healing surges left after healing up. They continue to travel, and camp for the night.

Bob has a +13 endurance modifier. So he makes a check to recover healing surges:
+13 endurance + 13 max healing surges + d20:
Roll(1d20)+26:
15,+26
Total:41
This beats the DC of 20 by 20, so Bob regains 3 healing surges from his night's rest.

Alice the wizard has a mere +3 endurance modifier, and 6 max healing surges. She is at 4/6 healing surges:
Roll(1d20)+9:
1,+9
Total:10
that isn't enough to break DC 20, so Alice doesn't gain any healing surges back from the night's rest.

Over the long term, Alice regains 0.5 healing surges per night, while Bob regains 2.2 average per night. Bob (with 20 con and skill training in endurance) takes an average of about 5 nights to heal up, while Alice (with 10 con and no skill training in endurance) takes an average of about 12 nights to heal up.
 
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Wow I am going to call that a very inspired idea... even the name inspired powers are a hot bit of skinning that makes "daily" feel cludgy and mechanical ... hell you can almost see the characters saying that some things just take more inspiration to pull off.

And inspiration being a bit unpredictable is quite appropriate.
 

@NotAYakk - What do you do about stacking the two kinds of milestones? Let's say a plot-based milestone is declared and the the players immediately take a short rest...?

"...He also gains back 5 healing surges, bringing him to 10/13 left. Bob is happy.
Then the boss of the dungeon explodes through the floor, but Bob is napping in a closet down the hall..."
 
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Yes, coupling "dailies" to days - without even mentioning any possibility of an alternative rule - was probably WotC's biggest mistake.

I have a feeling you could simply drop healing surges in any campaign not centered on the "let's see how many encounters we can go through today" idea.

That is, the only thing limiting healing is the number of healing surge triggers you have available.
 

One thing I would be wary about there is that the optimal party build would have as many healing surge triggers as possible. That way the party would be much harder to stop because they can keep healing everyone. It also makes powers that take away healing surges useless. Maybe you could have a per encounter healing surge limit?
 

Yes, I wouldn't recommend dropping healing surges just like that. Healing surge triggers would become very valuable, just as you say.

Either you run a friendly game where everybody is okay with not minmaxing, or you need to change the rules (the pricing or effectiveness of those triggers), or you're going to see one set of sturdy heroes! :)
 

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