CapnZapp
Legend
What would happen if you simply remove healing surges from the game?
That is, every character can still use Second Wind to heal 1/4 their hp. And if they bring along a Cleric, he can still use two Healing Words per encounter. But you would simply scrap the surges themselves.
(If you're curious why I'm considering such a change from the 4E rules, have a look at this thread: http://www.enworld.org/forum/d-d-4th-edition-rules/253362-can-you-get-too-much-healing.html)
Possible consequences:
1) The game's theme of resource depletion would be gone. It would no longer make any sense to have a fight who's sole purpose would be to suck a few surges out of the party. Instead, you'd only have the fights that are interesting, motivated by story or actually dangerous.
2) You'd get rid of the artificial limits on the adventuring day. Yes, you'd still run out of Dailies, but here I actually think WotC's design worked as intended. My experiences are that the lack of dailies aren't such that players absolutely must stop for the day; or put otherwise, forcing them to continue isn't taken to be a punishment, only heightened tension.
(The main exception is dailies related to healing: if you give the players healing powers, don't be surprised if they resent being forced to continue fighting even when these have run out. What this tells me is that daily healing powers aren't good for the game)
Okay, so far so good. But what about short rests? D&D isn't a grim and gritty game where players are to be expected to enter combat at less than full hit points.
The simplest solution? Allow a short rest to reset a PC's hp to its full total, every time.
The excitement of the fight is not reduced by the PC starting at full hit points*.
*) Feel free to add a "gritty" sub-mechanic, such as one that gives a longish-term penalty for falling to zero hp. However, let's discuss that in another thread. In fact, let's discuss it here: http://www.enworld.org/forum/4e-fan...s/252481-grittier-d-d-wounds.html#post4731987!
At least, not if compared to the loss of excitement that occurs when the PC has access to so much healing the threat of the monsters actually downing the character is zero or close to zero.
In other words, a fight where the characters can't lose and where the outcome is only about how many healing surges they use up, is not exciting and not fun.
So, by doing away with between-encounters healing, and restricting in-fight healing, it seems you would solve several of the chief things that make me wrestle with the fun factor of my campaign.
What do you say? Any pitfalls I haven't seem that I'm about to step in?
That is, every character can still use Second Wind to heal 1/4 their hp. And if they bring along a Cleric, he can still use two Healing Words per encounter. But you would simply scrap the surges themselves.
(If you're curious why I'm considering such a change from the 4E rules, have a look at this thread: http://www.enworld.org/forum/d-d-4th-edition-rules/253362-can-you-get-too-much-healing.html)
Possible consequences:
1) The game's theme of resource depletion would be gone. It would no longer make any sense to have a fight who's sole purpose would be to suck a few surges out of the party. Instead, you'd only have the fights that are interesting, motivated by story or actually dangerous.
2) You'd get rid of the artificial limits on the adventuring day. Yes, you'd still run out of Dailies, but here I actually think WotC's design worked as intended. My experiences are that the lack of dailies aren't such that players absolutely must stop for the day; or put otherwise, forcing them to continue isn't taken to be a punishment, only heightened tension.
(The main exception is dailies related to healing: if you give the players healing powers, don't be surprised if they resent being forced to continue fighting even when these have run out. What this tells me is that daily healing powers aren't good for the game)
Okay, so far so good. But what about short rests? D&D isn't a grim and gritty game where players are to be expected to enter combat at less than full hit points.
The simplest solution? Allow a short rest to reset a PC's hp to its full total, every time.
The excitement of the fight is not reduced by the PC starting at full hit points*.
*) Feel free to add a "gritty" sub-mechanic, such as one that gives a longish-term penalty for falling to zero hp. However, let's discuss that in another thread. In fact, let's discuss it here: http://www.enworld.org/forum/4e-fan...s/252481-grittier-d-d-wounds.html#post4731987!

At least, not if compared to the loss of excitement that occurs when the PC has access to so much healing the threat of the monsters actually downing the character is zero or close to zero.
In other words, a fight where the characters can't lose and where the outcome is only about how many healing surges they use up, is not exciting and not fun.
So, by doing away with between-encounters healing, and restricting in-fight healing, it seems you would solve several of the chief things that make me wrestle with the fun factor of my campaign.
What do you say? Any pitfalls I haven't seem that I'm about to step in?

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