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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Do Healing Surges close wounds?
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<blockquote data-quote="Samurai" data-source="post: 5703600" data-attributes="member: 3850"><p>If a character is unconscious and dying (rolling his death saves round by round), then healing surges can and do heal wounds. You don't go unconscious or die from "near misses that used up a bit of luck and some endurance". Even if you say it was only the final blow that actually connected and created a wound, and all the others were "near misses", healing surges can get you back to 100% health in just 5 minutes. Not 90% or 75%, not 100%-the damage of the final blow that took you down... a full 100% as if you were never seconds away from dying just moments ago.</p><p></p><p>And that is my real problem with them. I voted "Sometimes" in the poll because I do believe that sometimes attacks just cause superficial marks or are wearing you down, but other times they must clearly do real damage. If there were some way to wear PCs down, rather than having them drop to dying and pop up fresh as a daisy moments later, it'd make more sense. How about this: Each time you drop to 0 or fewer hit points, your maximum hit points drop by your surge value (25%), to a minimum of 50% of max HP. You can heal back 1 wound per extended rest. Surge values do not change, only max HP.</p><p></p><p>Example: You start with 20 HP, so your surge value is 5. After you drop to dying once and get back up, your new max HP is 15. If you drop and get up again, your new Max is 10, and you are always Bloodied. If you take an extended rest, you can heal back 1 of those wounds, making your max 15 again. A 2nd extended rest will get you back to 20 max.</p><p></p><p>Something like that, even where PCs fully recover from mortal wounds after 1 or 2 nights sleep, would be preferable to the absolute lack of extended consequences for nearly dying that we have today, IMO.</p></blockquote><p></p>
[QUOTE="Samurai, post: 5703600, member: 3850"] If a character is unconscious and dying (rolling his death saves round by round), then healing surges can and do heal wounds. You don't go unconscious or die from "near misses that used up a bit of luck and some endurance". Even if you say it was only the final blow that actually connected and created a wound, and all the others were "near misses", healing surges can get you back to 100% health in just 5 minutes. Not 90% or 75%, not 100%-the damage of the final blow that took you down... a full 100% as if you were never seconds away from dying just moments ago. And that is my real problem with them. I voted "Sometimes" in the poll because I do believe that sometimes attacks just cause superficial marks or are wearing you down, but other times they must clearly do real damage. If there were some way to wear PCs down, rather than having them drop to dying and pop up fresh as a daisy moments later, it'd make more sense. How about this: Each time you drop to 0 or fewer hit points, your maximum hit points drop by your surge value (25%), to a minimum of 50% of max HP. You can heal back 1 wound per extended rest. Surge values do not change, only max HP. Example: You start with 20 HP, so your surge value is 5. After you drop to dying once and get back up, your new max HP is 15. If you drop and get up again, your new Max is 10, and you are always Bloodied. If you take an extended rest, you can heal back 1 of those wounds, making your max 15 again. A 2nd extended rest will get you back to 20 max. Something like that, even where PCs fully recover from mortal wounds after 1 or 2 nights sleep, would be preferable to the absolute lack of extended consequences for nearly dying that we have today, IMO. [/QUOTE]
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Do Healing Surges close wounds?
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