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Blog: Resilient Heroes
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<blockquote data-quote="Crazy Jerome" data-source="post: 5891993" data-attributes="member: 54877"><p>I suspect that this effect is less inherent to surges, and more specific to the proportion of surges to hit points. 60 hit points, 8 surges that can effectively triple that number, with each surge returning 25% of the total, could have some of that psychological effect. Change it to 120 hit points, with 4 surges, each restoring 15 hit points, and it won't seem nearly so potent. (I realize 5E wants to use smaller numbers, which will also help. Plus, the surge value should be more like 10% than the 12.5% I have here.) </p><p> </p><p>That does still leave the "bounce up from dying" bit that would have similar psychological effects, but you can rule it out too--no surge use when dying. </p><p> </p><p>It might get a bit tricky to get the number of surges appropriately low to avoid this, while still making them worthwhile, yet having a bit of variety for the tougher characters. If ability scores are kept under control, perhaps the number of surges could be something like 2 + Con Mod, and assume that fighters and other such classes will naturally gravitate towards having at least a decent Con. </p><p> </p><p>Now, if you do or don't like surges, it is pretty easy to switch them in or out (whatever the default is). You need some resource that approximates their healing ability, whether potions, rest, wands, etc. Or expect the party to be down more. And of course, the typical damage expressions in 5E would have a big effect, too, though that is true of any healing.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5891993, member: 54877"] I suspect that this effect is less inherent to surges, and more specific to the proportion of surges to hit points. 60 hit points, 8 surges that can effectively triple that number, with each surge returning 25% of the total, could have some of that psychological effect. Change it to 120 hit points, with 4 surges, each restoring 15 hit points, and it won't seem nearly so potent. (I realize 5E wants to use smaller numbers, which will also help. Plus, the surge value should be more like 10% than the 12.5% I have here.) That does still leave the "bounce up from dying" bit that would have similar psychological effects, but you can rule it out too--no surge use when dying. It might get a bit tricky to get the number of surges appropriately low to avoid this, while still making them worthwhile, yet having a bit of variety for the tougher characters. If ability scores are kept under control, perhaps the number of surges could be something like 2 + Con Mod, and assume that fighters and other such classes will naturally gravitate towards having at least a decent Con. Now, if you do or don't like surges, it is pretty easy to switch them in or out (whatever the default is). You need some resource that approximates their healing ability, whether potions, rest, wands, etc. Or expect the party to be down more. And of course, the typical damage expressions in 5E would have a big effect, too, though that is true of any healing. [/QUOTE]
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