Regicide said:Healing surges are such a bad, bad, bad, bad, bad, bad concept. Why did they pollute the game with this garbage?
Colawley said:Yes but can you really see a level 7 character dropping 1000gp for a single healing potion that heals 25hp, gives an extra save, but still costs a healing surge? Especially when a single surge at that level is going to probably be more then the 25hp you get from the potion.
Surges are the main form of healing in 4E, so every one counts when you are in between extended rests.
Regicide said:And when you're out of healing surges and the healing potion doesn't work...
Mouseferatu said:Yes, I can. In fact, my 8th-level rogue was grateful to have a potion or two in our last battle.
The minor action to drink a potion is a major advantage, easily worth the trade-off of the few HP I lost by not doing Second Wind. If I'd taken a standard action instead, I'd have been screwed.
Healing potions were one of the things I hated when I first read the rules. But having actually played with them, they work well as written. Any house rules to increase their effectiveness are, quite frankly, going to break them.
helium3 said:Fer instance, I've heard (from you perhaps) that characters scrabble for every +1 bonus to attack and damage they can get. This makes all the seemingly piddly +1 bonuses to hit from various powers seem less piddly, though I still don't "grock" why this is.
helium3 said:See, this is sort of what I expect. Some of the new rules look a little wonky but I figure they'll make sense once I see them in action.
Fer instance, I've heard (from you perhaps) that characters scrabble for every +1 bonus to attack and damage they can get. This makes all the seemingly piddly +1 bonuses to hit from various powers seem less piddly, though I still don't "grock" why this is.
With hit points, I'm getting the impression that each one should be considered a precious little gem to be carefully guarded, at this point. Is this because once you lose a hit point, it's much more difficult to get back until the end of the encounter?
Also, have you guys fought a beholder yet? That sucker (the level 19 one) has 900+ hit points. I'm having a hard time imagining how a level 19 party could kill one considering how little damage powers seem to do. Is the game all about finding the uber minor/move/standard action combos now?
jaycrockett said:Healing surges are actually a really good mechanic. They solve all sorts of game management issues. It's just that it doesn't make any sense, in the in-game physics that we have become familiar with. Hit points don't make any sense either, but we've built up (and been given) rationalizations for it. We don't have any rationale for healing surges, so it's causing a lot of cogitive dissonance.
In a way healing surges are similar to a vitality/wounds system, when you are healed you are trading hit points for a more permanent injury. That's why when you are out of surges the potion doesn't work; you are just too beat up, and need an extended rest. Of course it's not obvious from the name.
The same way a lvl 15+ party kills anything: stack a few armor decreases / hit increases and let the ranger one-shot him with cascade of bladeshelium3 said:Also, have you guys fought a beholder yet? That sucker (the level 19 one) has 900+ hit points. I'm having a hard time imagining how a level 19 party could kill one

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.