Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Excluding Healing Spirit, is 5e Healing too weak?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Tony Vargas" data-source="post: 7873294" data-attributes="member: 996"><p>Woah, no. The number of surges was based on class, as few as 6, as many as 10 or so. Your CON <em>mod</em> added to the number of surges. Not your level, which added to your hps, and thereby surge value.</p><p></p><p>The 1/4 'or more' came from leader-role class's powers (significant - optimized could double your surge at high levels), or (much smaller bonuses) feats, racial perk, or item. So, about 1/4 for most purposes - particularly between-combat healing.</p><p></p><p>Not at all, really. Surges were a hit-point-restoring resource, not hit points. A character with 3x the hit points would be a very different animal from a character with 8 surges. In any given combat, you could access 1 surge via Second Wind (a standard action, so not taken lightly), and the party's support 'leader role' character could trigger 2 or more, depending on level & build choices, in support of the whole party. So even a 1st combat of the day could be quite a challenge, even drop PCs, while still leaving them able to recover and be ready for the next challenge. </p><p></p><p>The main effect of surges was not 'more hps' but silo'ing hit point recovery as a daily resource from attack/defenses/utilities as daily resources, and limiting access to that resource, both per-encounter, and per day. It not only made classes with surge-triggers more interesting to play than the old (and new again) Band-aid Cleric without any risk of them turning into CoDzilla, it removed the kinds of systematic abuses of low-cost healing (wands/potions) we saw it 3e, as well. </p><p></p><p>One of the reasons the 5MWD wasn't the issue in 4e it was in other editions, 5e especially, and why 3-5 encounters/day was a pretty good target (though you could go much higher), vs 5e's needing to stick to 6-8 to remain at all functional in terms of both encounter & class balance. </p><p></p><p>I've seen similar variations. It's a bit of gratuitous dice-rolling & accounting, but some players are into that sort of thing, getting a sense of verisimilitude from the simulation-like detail of the exercise.</p><p></p><p>Nod. HD are recovered slower than hps, anyway, so that tendency is already there, your variant would make it more prominent. It'd also tend to shorten the 'work day' that the party could handle, which would result in the party using more non-hp resources (like spell slots) in each encounter, increasing the relative importance of limited resources vs at-will.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7873294, member: 996"] Woah, no. The number of surges was based on class, as few as 6, as many as 10 or so. Your CON [I]mod[/I] added to the number of surges. Not your level, which added to your hps, and thereby surge value. The 1/4 'or more' came from leader-role class's powers (significant - optimized could double your surge at high levels), or (much smaller bonuses) feats, racial perk, or item. So, about 1/4 for most purposes - particularly between-combat healing. Not at all, really. Surges were a hit-point-restoring resource, not hit points. A character with 3x the hit points would be a very different animal from a character with 8 surges. In any given combat, you could access 1 surge via Second Wind (a standard action, so not taken lightly), and the party's support 'leader role' character could trigger 2 or more, depending on level & build choices, in support of the whole party. So even a 1st combat of the day could be quite a challenge, even drop PCs, while still leaving them able to recover and be ready for the next challenge. The main effect of surges was not 'more hps' but silo'ing hit point recovery as a daily resource from attack/defenses/utilities as daily resources, and limiting access to that resource, both per-encounter, and per day. It not only made classes with surge-triggers more interesting to play than the old (and new again) Band-aid Cleric without any risk of them turning into CoDzilla, it removed the kinds of systematic abuses of low-cost healing (wands/potions) we saw it 3e, as well. One of the reasons the 5MWD wasn't the issue in 4e it was in other editions, 5e especially, and why 3-5 encounters/day was a pretty good target (though you could go much higher), vs 5e's needing to stick to 6-8 to remain at all functional in terms of both encounter & class balance. I've seen similar variations. It's a bit of gratuitous dice-rolling & accounting, but some players are into that sort of thing, getting a sense of verisimilitude from the simulation-like detail of the exercise. Nod. HD are recovered slower than hps, anyway, so that tendency is already there, your variant would make it more prominent. It'd also tend to shorten the 'work day' that the party could handle, which would result in the party using more non-hp resources (like spell slots) in each encounter, increasing the relative importance of limited resources vs at-will. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Excluding Healing Spirit, is 5e Healing too weak?
Top