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<blockquote data-quote="Celebrim" data-source="post: 4084823" data-attributes="member: 4937"><p>Although it is slightly more complicated to track, I'd be interested at looking at reduced healing per healing surge instead of or in addition to playing with the number of healing surges. Playing with the amount of healing per surge means that you can be slowly worn down, without running out of healing surges. </p><p></p><p>4E assumes longer and more complicated encounters. Although the damage per hit is much less than 3E, the total damage inflicted is still going to be pretty high. Couple this with the fact that the # of healing surges is tightly coupled to the rest of the system, for example, magical healing assumes an available healing surge in the abilities we've seen so far. If you want to avoid forcing the players into a long rest after every encounter, I think you need to avoid aggressively reducing the availability of healing surges.</p><p></p><p>Instead, I think I'd measure combat fatigue with reduced ability to recover from wounds - in simulationist terms, the longer you fight the greater and greater percentage of the hit points lost represent actual physical damage. </p><p></p><p>But the ability to self heal isn't the only problem. The 100% recovery of hit points after a long rest is also a problem. So is the fact that any healing restores you fully no matter how negative your hit points have gone. This means even minor healing (like a level 1 ability) can easily cure a high level character of 50 or more hit points. You can also bounce back from negative to 25% of your max hit points spontaneously. The short duration of a rest period is something of a problem too. I could see bumping it up to 10 minutes for a short rest and 8 hours for a long rest simply to slow the conceptual pace of play. With a 6 hour rest period, its pretty easy to assault the dungeon for 2 hours, long rest to get back to 100%, assault it again for 2 hours, long rest to get back to 100%, assault it again for 2 hours and then long rest. The result is that hou have recieved and healed mortal injuries 3 times in the same day without the use of magic, and probably leveled up 2-3 times as well. First to 30th level in three weeks.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 4084823, member: 4937"] Although it is slightly more complicated to track, I'd be interested at looking at reduced healing per healing surge instead of or in addition to playing with the number of healing surges. Playing with the amount of healing per surge means that you can be slowly worn down, without running out of healing surges. 4E assumes longer and more complicated encounters. Although the damage per hit is much less than 3E, the total damage inflicted is still going to be pretty high. Couple this with the fact that the # of healing surges is tightly coupled to the rest of the system, for example, magical healing assumes an available healing surge in the abilities we've seen so far. If you want to avoid forcing the players into a long rest after every encounter, I think you need to avoid aggressively reducing the availability of healing surges. Instead, I think I'd measure combat fatigue with reduced ability to recover from wounds - in simulationist terms, the longer you fight the greater and greater percentage of the hit points lost represent actual physical damage. But the ability to self heal isn't the only problem. The 100% recovery of hit points after a long rest is also a problem. So is the fact that any healing restores you fully no matter how negative your hit points have gone. This means even minor healing (like a level 1 ability) can easily cure a high level character of 50 or more hit points. You can also bounce back from negative to 25% of your max hit points spontaneously. The short duration of a rest period is something of a problem too. I could see bumping it up to 10 minutes for a short rest and 8 hours for a long rest simply to slow the conceptual pace of play. With a 6 hour rest period, its pretty easy to assault the dungeon for 2 hours, long rest to get back to 100%, assault it again for 2 hours, long rest to get back to 100%, assault it again for 2 hours and then long rest. The result is that hou have recieved and healed mortal injuries 3 times in the same day without the use of magic, and probably leveled up 2-3 times as well. First to 30th level in three weeks. [/QUOTE]
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