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Continuing beyond Healing Surges
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<blockquote data-quote="CapnZapp" data-source="post: 4571719" data-attributes="member: 12731"><p>I have discussed elsewhere that 4E - contrary to WotC's claims - does not abolish the 15-minute adventuring day.</p><p></p><p>Instead of allowing (ecouraging, even) the casters to nova in each day's first fight and then demand sleep; you get perhaps four encounters, then somebody will be out of healing surges, which demands sleep just as well.</p><p></p><p>Can you break the 15-minute day with four encounters? Probably. But does it matter? No: to me, it's still there regardless of whether you've spent 10 or 30 minutes. </p><p></p><p>The end result is still that during 23 of the 24 hours of the day, you're forced to remain inactive, recuperating a critical resource, and that it's highly unlikely more than one or two characters have run out at the same time.</p><p></p><p>This you can discuss more over here: </p><p><a href="http://www.enworld.org/forum/d-d-4th-edition-rules/245931-reasoning-behind-extended-rests.html" target="_blank">http://www.enworld.org/forum/d-d-4th-edition-rules/245931-reasoning-behind-extended-rests.html</a></p><p></p><p>In this thread, however, I would like to focus on <strong>easy solutions</strong>.</p><p></p><p></p><p>One simple solution would be to allow characters to transfer their healing surges to others, effectively pooling their resources. Put otherwise, allowing characters to heal others with their surges.</p><p></p><p>But I've sketched on another approach:</p><p></p><p><em>Edit:</em></p><p>§1 Instead of Healing Surges, Fatigue Points are used. Each morning, a character's <strong>Fatigue Points</strong> start at zero. See §9.</p><p>§2 Assume a character's <strong>Fatigue Threshold</strong> = his number of Healing Surges +1.</p><p>§3 Assume a character's <strong>Exhaustion Threshold</strong> = his number of Healing Surges +5.</p><p>§4 Each time you take a Second Wind, you get a point of Fatigue. (Any time you would have spent a Healing Surge, you instead get a Fatigue Point)</p><p>§5 Once you reach your <strong>Fatigue Threshold</strong>, you're <strong>Fatigued</strong>. If you get below this threshold, you immediately cease to be Fatigued.</p><p>§6 Once you reach your <strong>Exhaustion Threshold</strong>, you're <strong>Exhausted</strong> (in addition to being Fatigued). If you get below this threshold, you immediately cease to be Exhausted.</p><p>§7 Each hour spent out of strenuous activity (such as combat, running or climbing) removes one Fatigue Point.</p><p>§8 Reaching a milestone removes one Fatigue Point. Option: You can regain the use of a Daily power when reaching a milestone. Instead of removing one Fatigue Point, add one.</p><p>§9 Six more-or-less contiguous hours of rest (i.e. an Extended Rest) removes any and all remaining Fatigue Points.</p><p>§10 The DM can declare all Fatigue Points lost at any time for any reason.</p><p></p><p><strong>Fatigued (Condition):</strong> You take a -2 penalty to all rolls and checks (attacks, skills etc).</p><p><strong>Exhausted (Condition):</strong> You take a -2 penalty to all defenses. You take a -1 penalty to your Speed. Once Exhausted, the Fatigued condition won't go away until you rest for 24 contiguous hours with nourishment and warmth/cool readily available.</p><p></p><p><span style="font-size: 9px"><s>1) Assume a character's <strong>Fatigue Threshold</strong> = his number of Healing Surges +1.</s></span></p><p><span style="font-size: 9px"><s>2) Each morning, a character's <strong>Fatigue Points</strong> start at zero.</s></span></p><p><span style="font-size: 9px"><s>3) Each Second Wind gets a character one FP. (Other ways of spending Healing Surges should probably add a Fatigue Point too)</s></span></p><p><span style="font-size: 9px"><s>4) Once you reach your <strong>Fatigue Threshold</strong>, you're <strong>Fatigued</strong>. If you get below this threshold, you immediately cease to be Fatigued.</s></span></p><p><span style="font-size: 9px"><s>5) Being Fatigued means you take a -2 penalty to all rolls and checks (attacks, skills etc).</s></span></p><p><span style="font-size: 9px"><s>6) Each hour's rest (sleep, light transport etc) removes one Fatigue Point, with six more-or-less contiguous hours of rest removing all FPs.</s></span></p><p><span style="font-size: 9px"><s>7) The DM can declare all Fatigue Points lost at any time for any reason.</s></span></p><p></p><p>What do you think? </p><p></p><p>My main drive for this mechanism is to remove the hard limit where you are almost unhealable once you run out of surges. Which in turn removes/lessens the (very) strong disincentive to keep going even when a character has entered this state.</p><p></p><p>Then as a much more personal preference, I feel fatigue points convey a much less videogamey feel than "healing surges" even though the basic numbers stay much the same.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4571719, member: 12731"] I have discussed elsewhere that 4E - contrary to WotC's claims - does not abolish the 15-minute adventuring day. Instead of allowing (ecouraging, even) the casters to nova in each day's first fight and then demand sleep; you get perhaps four encounters, then somebody will be out of healing surges, which demands sleep just as well. Can you break the 15-minute day with four encounters? Probably. But does it matter? No: to me, it's still there regardless of whether you've spent 10 or 30 minutes. The end result is still that during 23 of the 24 hours of the day, you're forced to remain inactive, recuperating a critical resource, and that it's highly unlikely more than one or two characters have run out at the same time. This you can discuss more over here: [url]http://www.enworld.org/forum/d-d-4th-edition-rules/245931-reasoning-behind-extended-rests.html[/url] In this thread, however, I would like to focus on [B]easy solutions[/B]. One simple solution would be to allow characters to transfer their healing surges to others, effectively pooling their resources. Put otherwise, allowing characters to heal others with their surges. But I've sketched on another approach: [I]Edit:[/I] §1 Instead of Healing Surges, Fatigue Points are used. Each morning, a character's [B]Fatigue Points[/B] start at zero. See §9. §2 Assume a character's [B]Fatigue Threshold[/B] = his number of Healing Surges +1. §3 Assume a character's [B]Exhaustion Threshold[/B] = his number of Healing Surges +5. §4 Each time you take a Second Wind, you get a point of Fatigue. (Any time you would have spent a Healing Surge, you instead get a Fatigue Point) §5 Once you reach your [B]Fatigue Threshold[/B], you're [B]Fatigued[/B]. If you get below this threshold, you immediately cease to be Fatigued. §6 Once you reach your [B]Exhaustion Threshold[/B], you're [B]Exhausted[/B] (in addition to being Fatigued). If you get below this threshold, you immediately cease to be Exhausted. §7 Each hour spent out of strenuous activity (such as combat, running or climbing) removes one Fatigue Point. §8 Reaching a milestone removes one Fatigue Point. Option: You can regain the use of a Daily power when reaching a milestone. Instead of removing one Fatigue Point, add one. §9 Six more-or-less contiguous hours of rest (i.e. an Extended Rest) removes any and all remaining Fatigue Points. §10 The DM can declare all Fatigue Points lost at any time for any reason. [B]Fatigued (Condition):[/B] You take a -2 penalty to all rolls and checks (attacks, skills etc). [B]Exhausted (Condition):[/B] You take a -2 penalty to all defenses. You take a -1 penalty to your Speed. Once Exhausted, the Fatigued condition won't go away until you rest for 24 contiguous hours with nourishment and warmth/cool readily available. [SIZE="1"][s]1) Assume a character's [B]Fatigue Threshold[/B] = his number of Healing Surges +1. 2) Each morning, a character's [B]Fatigue Points[/B] start at zero. 3) Each Second Wind gets a character one FP. (Other ways of spending Healing Surges should probably add a Fatigue Point too) 4) Once you reach your [B]Fatigue Threshold[/B], you're [B]Fatigued[/B]. If you get below this threshold, you immediately cease to be Fatigued. 5) Being Fatigued means you take a -2 penalty to all rolls and checks (attacks, skills etc). 6) Each hour's rest (sleep, light transport etc) removes one Fatigue Point, with six more-or-less contiguous hours of rest removing all FPs. 7) The DM can declare all Fatigue Points lost at any time for any reason.[/s][/SIZE] What do you think? My main drive for this mechanism is to remove the hard limit where you are almost unhealable once you run out of surges. Which in turn removes/lessens the (very) strong disincentive to keep going even when a character has entered this state. Then as a much more personal preference, I feel fatigue points convey a much less videogamey feel than "healing surges" even though the basic numbers stay much the same. [/QUOTE]
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