The discussion is branching out in several directions, let's see if I can collect them.
Go back and read the OP. This isn't a case of the players going "oh no, we got dinged up, time to sleep". This is a case of the players going "oh crap, character X (and possibly Y) is out of healing surges, time to sleep".
CapnZapp is throwing a full day's worth of encounter at the party (give or take the extra difficulty inherent in over-large encounters) and then complaining about the party taking a break. Or, to be fairer to CapnZapp, this is a case where he wants to challenge the party, and cannot do so without throwing a full day's worth of encounter at them at once, and he wishes the party could keep going.
Yes. Thank you for giving me the benefit of the doubt.
I'm not complaining about the party taking a break - I'm describing what I see is a problem in having a hard choice between:
a) challenging my party only to see the game allowing my players to increase their healing abilities to the point where they can go "healing nova". (This isn't bitching about my players - who clearly take reasoned decisions - but about the game not allowing me to set up fewer encounters while keeping healing scarce).
b) adding in several non-challenging encounters. Sure, this is how the game's supposed to be run, but for our group this doesn't work (because this way of gaming requires much too much time, especially compared to the middling excitement and drama generated by all those "in between" fights)
So, the original topic, "can you have too much healing?" is one I'm inclined to answer "yes" and I don't see this generally contested among your various replies.
Ideally, maxing out on healing should be balanced by fewer options elsewhere. But from my (subjective) POV, it seems extra healing triggers are much more worth their while than some feat giving the odd +1 bonus. Yes, it's about damage, but with monster hp being so massive compared to their damage output, shaving off a single round of combat (at most) seems less valuable than being to keep the party defender or controller on their feet regardless of whom the monsters focus on. Extra "triggers" doesn't just mean added healing/staying power, it means added flexibility.
And that brings me to what I guess is my biggest problem with 4E as a whole.
I simply cannot muster the excitement I'm supposed to for healing surges.
They simply are too abstract, where their loss impacts the world and the character in absolutely no way whatsoever. Until you reach zero surges, of course.
When you reach zero surges your status is suddenly transformed from a cushioned and comfortable existence as an all-but-invincible superhero, to a rather vulnerable human being not that far removed from death, whose wounds simply can't be treated anymore.
And I must be a weak 4E player/DM because I see problems at both ends:
* In the first phase, when you still have surges left, you are almost untouchable. Even if the monsters swarm you and focus on only you, you can easily bounce back even from taking a severe beating (=losing almost all your hp or even all of them) provided your party is well stocked on healing "triggers" (i.e. Healing Words). This is a severe drain on the excitement of any given fight.
* In the second phase, when you're out of surges, the game completely transforms. Much more so that I want it to. Now suddenly you face a very real prospect of going down and not coming back up. It's not only that you're running out of internal steam, not even external healing works on you anymore. This is a rude awakening for any new player not paying attention when surges were explained. I fully understand if a player whose PC is at zero or one surges goes to great lengths to avoid combat, even to the point of sacrificing plot elements.
This is not because the game shows a deadly side, there are plenty of fantasy rpgs who are at least as deadly.
This is because the difference to the first phase is so shocking, so profound. Who in their right mind would want to go on at zero surges when they have vivid memories of being nigh-invincible just fifteen minutes ago?
And this ties into another problem I have - how extended rests are tied so strongly to the concept of "day". This is a quantifiable amount in the game which the characters have a lot of control over. I would far have preferred it if extended rests were tied to narrative concepts, i.e. "you can rest when the story tells you". As it is, the game hands out the choice to go on to the players. But there are two main flaws:
1) it isn't really a choice. Going on while you have surges left is a "yes, of course". Going on when somebody in the team is out of surges is an equally obvious "hell no". The difference in survivability and deadliness is simply much too great.
2) okay, so we don't like the players' choice. The solution then is even worse: taking the choice away. (This is where the "you must save the princess today" spiels enter the picture) Why then give the choice in the first place?
So I'm having a real problem with surges. Either you have them or you don't. There isnt any interesting middle-ground where you have a realistic choice to weigh the benefits of continuing against reasonable drawbacks from being weakened. What good will it do to try to save the princess when healing won't rub off on you any longer?!
Compare this to Daily powers, where I really think WotC did a great job. This is a real success - in solving the novaing of 3rd edition.
Such a deep deep shame they first solved the 15-minute adventuring day and then added in back in in the shape of healing surges (though the problem has morphed into a much more insidious and perplexing form, where not everybody even realizes it's still there!)
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So yes, I'm having problems getting my 4E campaign to click.
Characters have too many healing surges, or rather, too many triggers for healing surges - this makes them effectively invulnerable during any one encounter, resulting in yawns around the table. (And yes, this is only a problem if you have less time and patience than you're supposed to have)
At the same time, the game simply expects characters running low on surges to stop. At least, I can't interpret the vast gulf between the haves and the have-nots in any other way. It's almost as if there are two games in one, where the second game is one nobody wants to play.
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What I need, what I would like to see, is the following:
A fix to the ability to nova. In 3rd edition it was fire and brimstone novaing. In my 4e game, it's healing triggers novaing.
A (much) more interesting drawback to running low on healing surges (than simply healing spells bouncing). (WotC solved the issue for spells with Dailies, why couldn't they have stayed away from replacing that with the even cruder surge implementation?)
A character without Dailies is weakened, yes, but certainly continuing is a real choice. He still has his Encounters, and he might still have Item powers.
A character without Healing Surges is simply the same, only suddenly he can't regain any damage in any way at all. In what way is that interesting? And in what way do you justify this character pressing on?
As an example of what I mean I'm considering the following:
* any character is limited to using two (or perhaps three) surges during any one encounter
* running out of surges is represented by some kind of penalty or drawback, but does not mean you can't use surges
In essence, putting a stop to practically endless surge uses during an encounter, but practically allowing endless surges throughout the day.
Yes, this is a reversal of how it's done today.
But putting a hard limit to surges within an encounter is fine to me. Indeed, it's outright desirable, because it brings back at least some theoretical possibility you might run out of hp. And running out of hp is of course the threat which all rpg combat is based upon for generating excitement and drama.
And likewise, removing the hard limit on surges outside encounters seems also to be a wholly positive rules change. It makes it possible to continue adventuring even if you don't want to from a resource stand-point, dissolving the 15-minute adventuring day. It makes it much easier for the DM to break the connection between "day" and extended rests too.
In essence, the decision to "stop for the day" (read "flee") is placed back within the encounter where it belongs. Instead of placing it between encounters and really not making it a choice at all.
Finally, about reasons for managing resources. If you feel you can't simply remove surges as an important limited resource (relying on running out of Dailies and magic item Dailies only) we can still have running out of surges give a penalty.
Just a reasonable penalty this time (and not "unable to regain hp"). Taking a -1 general penalty (much like the death penalty) is perhaps the simplest solution.
I experimented with a variant, giving -2 to attacks, skill checks
and speed. But specifically not penalizing defenses or saves.
A completely different suggestion is that you lose access to one random Encounter Power of yours until you take an Extended Rest. This rule is perhaps more interesting in that you're not simply being given a blanket penalty - a penalty to everything doesn't make you act differently, use options and alternative powers. It just makes you worse. Losing random Powers could instead mean you're challenged to keep operating at peak efficiency, adding variety and making you think.
But these solutions we can discuss in other threads. I just wanted to briefly introduce them because I didn't want to appear as if I'm just bitching and moaning - I wanted to add some constructive solutions too.
