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Another Healing Surge House Rule Thread...
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<blockquote data-quote="NotAYakk" data-source="post: 4883243" data-attributes="member: 72555"><p>Plot-based pacing.</p><p></p><p>Daily Powers are now called Inspired Powers.</p><p></p><p>A long rest no longer recovers Inspired Powers.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>---</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Finally, you can do dramatically neat things, like have a really hard fight that flows right into the boss fight without a break, and <strong>give the players a milestone in the middle of the encounter</strong>.</p><p></p><p>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.</p><p></p><p>---</p><p></p><p>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.</p><p></p><p>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:</p><p>Roll(1d6)+0:</p><p>6,+0</p><p>Total:6</p><p>He rolls a 6 -- Brute Strike is recovered!</p><p></p><p>He also gains back 5 healing surges, bringing him to 10/13 left. Bob is happy.</p><p></p><p>Then the boss of the dungeon explodes through the floor, and Bob goes from happy to being relieved.</p><p></p><p>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.</p><p></p><p>Bob has a +13 endurance modifier. So he makes a check to recover healing surges:</p><p>+13 endurance + 13 max healing surges + d20:</p><p>Roll(1d20)+26:</p><p>15,+26</p><p>Total:41</p><p>This beats the DC of 20 by 20, so Bob regains 3 healing surges from his night's rest.</p><p></p><p>Alice the wizard has a mere +3 endurance modifier, and 6 max healing surges. She is at 4/6 healing surges:</p><p>Roll(1d20)+9:</p><p>1,+9</p><p>Total:10</p><p>that isn't enough to break DC 20, so Alice doesn't gain any healing surges back from the night's rest.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 4883243, member: 72555"] 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 [B]give the players a milestone in the middle of the encounter[/B]. 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. [/QUOTE]
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