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General Tabletop Discussion
*Pathfinder & Starfinder
Dealing with Healing Surges
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<blockquote data-quote="Ginnel" data-source="post: 4428589" data-attributes="member: 66058"><p>That last sentance is patently false, through my experience alone it has been disproved, the groups which I play in have always had at least one character who will push the group on if not 3 or 4, our curent fourth edition game of our 6 man group the paladin was on 0 healing surges and the fighter was on 4 and we'd gone through quite a few of our daily powers, the next fight we got into a fight the paladin went down with 0 healing surges, we won the fight and got the paladin back up stuck him in the newly found dwarf armor to use its magic to heal him up a bit and trudged on to explore another room (paladin on just about half hit points and the fighter on 3 healing surges) </p><p> </p><p>Now this might astound and terrify some tactically minded gamers out there but the paladin was quite insistant (and he wasn't tired of his character either <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />) he could carry on and the gruff fighter encouraged this as they were both playing their characters, The reasonably stoic dwarf cleric agreed to fill in the gap and the paladin was lent some more Javelins.</p><p> </p><p>And we cleared the next fight as well which was had a "boss" goblin in it.</p><p> </p><p>(I'm not even going into detail how we then went back to the villiage to be told of a undead incurrsion which we then defeated at the cemetery, paladin on just more than half hits and fighter on 1 healing surge <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> beat that one too)</p><p> </p><p>Now as players, we know we're playing a game which has us assume a character, and we play to that, we also know we're playing a game to see what happens along the way and to have fun, not to get to some perceived end, so we allow ourselves to go in unrested and not at our max and this adds to the fun and the excitement in our minds, now this won't work for everyone but its how we play, so saying players will always take the time when given isn't true from my view and I really hope my experience isn't unique.</p><p> </p><p>Side note: if this group experienced a death or two which could have been prevented from being more prepared it might have an impact on tactics, it might not depending on how the characters took it and who had died.</p><p> </p><p>To the original post I believe, healing surges are a limiting factor, it is definetly the one our group pays most attention to apart from the characters opinions and motivations that is, also I think the making the daily powers into weekly and the same with surges is quite an elegant solution as well as having several weaker encounters after another to challenge the players and make them consider their resources.</p></blockquote><p></p>
[QUOTE="Ginnel, post: 4428589, member: 66058"] That last sentance is patently false, through my experience alone it has been disproved, the groups which I play in have always had at least one character who will push the group on if not 3 or 4, our curent fourth edition game of our 6 man group the paladin was on 0 healing surges and the fighter was on 4 and we'd gone through quite a few of our daily powers, the next fight we got into a fight the paladin went down with 0 healing surges, we won the fight and got the paladin back up stuck him in the newly found dwarf armor to use its magic to heal him up a bit and trudged on to explore another room (paladin on just about half hit points and the fighter on 3 healing surges) Now this might astound and terrify some tactically minded gamers out there but the paladin was quite insistant (and he wasn't tired of his character either :p) he could carry on and the gruff fighter encouraged this as they were both playing their characters, The reasonably stoic dwarf cleric agreed to fill in the gap and the paladin was lent some more Javelins. And we cleared the next fight as well which was had a "boss" goblin in it. (I'm not even going into detail how we then went back to the villiage to be told of a undead incurrsion which we then defeated at the cemetery, paladin on just more than half hits and fighter on 1 healing surge ;) beat that one too) Now as players, we know we're playing a game which has us assume a character, and we play to that, we also know we're playing a game to see what happens along the way and to have fun, not to get to some perceived end, so we allow ourselves to go in unrested and not at our max and this adds to the fun and the excitement in our minds, now this won't work for everyone but its how we play, so saying players will always take the time when given isn't true from my view and I really hope my experience isn't unique. Side note: if this group experienced a death or two which could have been prevented from being more prepared it might have an impact on tactics, it might not depending on how the characters took it and who had died. To the original post I believe, healing surges are a limiting factor, it is definetly the one our group pays most attention to apart from the characters opinions and motivations that is, also I think the making the daily powers into weekly and the same with surges is quite an elegant solution as well as having several weaker encounters after another to challenge the players and make them consider their resources. [/QUOTE]
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