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Forked Thread: Dealing with Healing Surges
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<blockquote data-quote="Daniel D. Fox" data-source="post: 4426918" data-attributes="member: 55033"><p>I am sorry, I should have stressed the design intention -</p><p> </p><p>1) Reduce the amount of "heal up and move" attributed to D&D. Far too much gloss with 4e, and not enough grit.</p><p> </p><p>2) Simplify the Death and Dying rules.</p><p> </p><p>3) I want combat to be deadly and gritty with limited healing surge resources, therefore enforcing players to build their NPC network and not take the fastest approach to deal with issues.</p><p> </p><p>4) I wanted to give out more Action Points. 1 milestone means two sessions of gaming (two weeks), and just isn't enough to do "cool" stuff with. So, when players bring Tasty Treats (any snack that all players can share at the gaming table), they refresh 2 Action Points during an extended rest instead of 1.</p><p> </p><p>5) Scalability of Healing Surges based on level and direct benefit to high Constitution. Basically, "uncap" the maximum amount of surges starting at 1st level, and introducing a sense of danger.</p><p> </p><p>6) Erase the static (make a Heal 16 to cure disease sort of stuff) and use scaling difficulty classes (hence the use of moderate, hard and easy skill checks based on level from the revised FAQ WotC released).</p></blockquote><p></p>
[QUOTE="Daniel D. Fox, post: 4426918, member: 55033"] I am sorry, I should have stressed the design intention - 1) Reduce the amount of "heal up and move" attributed to D&D. Far too much gloss with 4e, and not enough grit. 2) Simplify the Death and Dying rules. 3) I want combat to be deadly and gritty with limited healing surge resources, therefore enforcing players to build their NPC network and not take the fastest approach to deal with issues. 4) I wanted to give out more Action Points. 1 milestone means two sessions of gaming (two weeks), and just isn't enough to do "cool" stuff with. So, when players bring Tasty Treats (any snack that all players can share at the gaming table), they refresh 2 Action Points during an extended rest instead of 1. 5) Scalability of Healing Surges based on level and direct benefit to high Constitution. Basically, "uncap" the maximum amount of surges starting at 1st level, and introducing a sense of danger. 6) Erase the static (make a Heal 16 to cure disease sort of stuff) and use scaling difficulty classes (hence the use of moderate, hard and easy skill checks based on level from the revised FAQ WotC released). [/QUOTE]
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