Healing Surges: 6 + Constitution modifier

I know I'm going way off but...

I think the healing surges might be connected to some leader type power, and each time it is triggered the character receives a healing surge.
 

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MaelStorm said:
I know I'm going way off but...

I think the healing surges might be connected to some leader type power, and each time it is triggered the character receives a healing surge.
I think leader powers will be one way, but not the only way, to trigger a healing surge.
 

MaelStorm said:
I know I'm going way off but...

I think the healing surges might be connected to some leader type power, and each time it is triggered the character receives a healing surge.
That's my theory, too. And as Gloombunny, I think Leader powers are not the only stuff triggering it.
 



If hp present relative power then a healing spell should be dependent on who is healed and who heals.

In 3.5 a big grief was, that a half dead (50% hp) Lvl 20 barbarian needed much more/higher level healing spells than a Lvl 1 wizard, although 50% hp could represent about the same kind of wound.

So my guess is: a healing spell triggers/allows you to use a healing surge (maybe with some bonuses) to heal yourself an appropriate amount of hp.
 

Okay, I'll concede the possibility of a per-day limit.

They seem to love 1/4 HP figures; perhaps then, it's the number of times you can be returned to 1/4 HP (as in the nat 20 recovery from death). And is unlocked by heal checks, cleric powers, etc, etc...


Fitz
 

I'm willing to bet that it has no limitation on use but is triggered by certain abilities that are limited. I'm also willing to bet that it doesn't increase by level and that the abilities that trigger healing surges do.

For example, a 10th-level rogue with 14 Con has a healing surge modifier of 8. A cleric comes along and heals him using Cure Serious Wounds which triggers the rogues healing surge with a x4 multiplier, giving the rogue 32 health back. He then casts CSW again and again heals the rogue of 32 hit points. The Warlord shouts out some epithet that inspires everyone to greatness (thus using a 1/encounter ability), that gives everyone a healing surge with a x3 multiplier, thus healing the rogue of 24 hit points.

There could also be bonuses to other peoples or your own healing surges via other abilities. So for instance, Cure Serious Wounds might remain a x4 multiplier but add +1 per 2 levels of the caster to the person's healing surge. So in the case of the above example, the rogue would receive 52 hit points instead of 36. Items could also give bonuses to healing surges, etc. This would scale things well for level making lower level spells always useful.

Obviously I'm just guessing amounts but it seems to me the simplest explanation which fits with all we've been told so far. It is also a very elegant and easy mechanic to work with.
 
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If it is uses per day, then it sounds a lot like the healing mechanics in Earthdawn. In ED, a character's Toughness attribute sets base HP and the number of Recovery Tests per day - a Recovery Test is a roll to recover HP equal to the result - while the extra HP gained for the equivalent of level is fixed by the class. Spells and abilities improve Rec Tests and allow a character to take them more often.

ED also had PC classes with a lot of at-will abilities, including the healing spells. What limits how much a patient can recover is their Toughness as much as the healer's power. In play I notice that people are generally willing to keep on adventuring until they ran out of Rec Tests. I expect that we'll see the same in 4e where out-of-surges = sleepy-time.

I'm not trying to say that ED is the first-and-best-and-4e-is-just-a-copy. I'm playing in an ED campaign right now and boy does it need a new edition! It's a game of the mid-90s. I just think to see is interesting to see how the designers are using similar approaches to a problem.

(Interestingly, ED also had attack rolls vs three different static defences for resolving attacks, though they were different defences than in 4e. The defences didn't progress at the same rate as attacks so it broke down before too many levels were passed, and there were active defences as well.)
 


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