Healing Surge Use Items

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First Post
So I noticed there are a few more items in the AV that use Healing Surges to power themselves.

It's an neat idea, tapping into ones own power to force the magic kind of... But at the same time I'm wondering about the effect too many of those items will have on the game?

I've noticed that the one thing that seems to force my players into extended rest mode is lack of healing surges.

No dailies left? They will press on, but no healing surges? They are VERY wary about continuing.

If they're using all their healing surges up to power various effects, I can see the 15 minute mode creeping back...

Anyone else have any thoughts?
 

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Don't most of those items also run up against the magic item usage per day problem?

A lot of them do, yes, but there were a few I remember reading that didn't. Also the potions.

The issue extends past magic items too. I've seen suggestions that healing surges be used for powering other effects and things as well... That's I guess really my issue. Using healign surges to do other stuff, because it's the one thing I've noticed that seems to drive sleep mode.
 

I am not sure how well this is actually followed, but my "secret guideline" would be:
Items that require only Healing Surges to activate should affect the way you take damage.
- Grant you damage resistance
- Grant you Regeneration
- Grant you a Defense Boost.

A certain focus should probably be on being situation-specific - for example, gaining Resist 10 Necrotic and Poison is pretty specific- you only want to use that Potion if you're facing Undead or monsters with poison attacks, obviously.

but ultimately, every use of a healing surge that lets you survive longer or make a fight shorter is something that ensures that you need less healing surges. The situation-specific benefits just should ensure that they are even a little (or much?) more effective then just spending the healing surge for healing.

Managing your healing surges seems to be the major component of "operational play" in 4E. (In 3E, it was managing your spells, once the Wands of CLW were "discovered")
 

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