Healing monsters without healing serges

That would be fine.

However, as I have interpreted the scenario advice/guideline, whenever your players take a short rest you would add back 1/4 hp to any wounded monster without messing about with any surge admin - that is, without deducting any surge.

This way, they would still have their surge(s) for use in combat (assuming they have a way of using surges, and assuming they haven't already used them up).

But do it however you like! :)
 

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As I have interpreted the scenario advice/guideline, whenever your players take a short rest you would add back 1/4 hp to any wounded monster without messing about with any surge admin - that is, without deducting any surge.

This way, they would still have their surge(s) for use in combat (assuming they have a way of using surges, and assuming they haven't already used them up).

But do it however you like! :)

This is a pretty nice house rule, I think I'll adopt it. Basically, monster surges are per encounter, not per day. Both for enemies and allies - my players got very annoyed when their allies could only use one surge per day.
 

Basically, monster surges are per encounter, not per day.
Oh, excellent condensation. Thanks for phrasing it the best way!

(I've run with more healing surges; your rule makes much more sense, and allows me to keep surges just as the RAW gives them)

Both for enemies and allies - my players got very annoyed when their allies could only use one surge per day.
Especially Paladin NPCs...

Yes, all non-PCs (that is monsters and NPCs; enemies and allies) should follow the same rules. I do not feel there is value in having a third kind of creature (or a fourth really, counting minions).
 

Meh. Ally NPCs aren't supposed to be good, they're supposed to be.... well... there.

If one dies cause of lack of healing surges, that just illustrates the deadliness of the adventure.

NPCs created using the full-stat NPC rules tho, have the surges of a PC, not of a monster.
 

Meh. Ally NPCs aren't supposed to be good, they're supposed to be.... well... there.

If one dies cause of lack of healing surges, that just illustrates the deadliness of the adventure.

NPCs created using the full-stat NPC rules tho, have the surges of a PC, not of a monster.
NPCs have one surge per tier.

Only PCs have more (whether they're run by a player or the DM).

Having a Paladin ally not be able to both take a Second Wind and do Lay On Hands when the party Paladin can do that easily more than once a day breaks my verisimilitude big time.

Your opinion obviously varies, but I think it's a stupid game rule because it would have been so easy to allow more surges... this would mean a lot to people like me, without wrecking anything for you (if you would even notice).

Why insist on having heroic NPCs have only a single surge? What value could this possibly add?
 

Makes them less cool than PCs.

That can be pretty significant value.

It is pretty easy to give creatures more surges. The paladin in question might just not use his own surges for his Lay on Hands, but use the targets, or get X per day with no surge cost to himself at all.

Or just get extra surges, cause.
 


All this might end up being moot discussion. Rules for companions (NPCs that accompany a party) are going to be in DMG2.

Chances are, they'll address the healing surge issue without bringing them on the same level as PCs (which is proper)
 

All this might end up being moot discussion. Rules for companions (NPCs that accompany a party) are going to be in DMG2.

The NPC rules in the DMG1 are pretty clearly intended for NPC who'll only be around for a single fight. So it's good for them to expand on how to use allied NPCs in the DMG2. Healing surges and the XP budget would seem to be the two main things that would need changing (as it stands, allied NPCs make fights harder).
 


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