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General Tabletop Discussion
*Pathfinder & Starfinder
Healing Surges: 6 + Constitution modifier
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<blockquote data-quote="Atreides" data-source="post: 4069833" data-attributes="member: 42325"><p>I was originally of the opinion that 6+Con referred to the HP healed instead of the number of surges allowed - but the evidence posted later in this thread leads me to the opposite conclusion. By establishing some type of limit to healing there is now a finite limit to a Clerics per encounter healing abilities, as well as the Heal skill itself. </p><p></p><p>For example - the Heal skill could be DC 20, allow bloodied target to use one healing surge. A Potion of healing could be - when imbibed activate a healing surge. A Cleric can have an encounter ability which states - chant lots, target activates healing surge. The key is that regardless of the number of encounters you have (and by extension the number of times the Cleric uses their encounter ability or the Fighter makes that DC 20 Heal check) there is a point when your character can no longer be healed by healing surges for the day. The party can not clear the entire dungeon if they repeatedly lose 90% of their hit points every encounter. By limiting surges, there is still strategic/tactical value in limiting the damage which the party receives. </p><p></p><p>The amount healed by a surge could be a number of things:</p><p>Con Score</p><p>Con Modifier</p><p>1/4 of Total HP </p><p>Healing Surge number (for the Rogue 6+ CON modifier)</p><p></p><p>I suspect the HP will scale in some fashion (either due to a percentage or due a scaling CON modifier) but the means of scaling are difficult to ascertain - perhaps DnDxP will answer that for us.</p></blockquote><p></p>
[QUOTE="Atreides, post: 4069833, member: 42325"] I was originally of the opinion that 6+Con referred to the HP healed instead of the number of surges allowed - but the evidence posted later in this thread leads me to the opposite conclusion. By establishing some type of limit to healing there is now a finite limit to a Clerics per encounter healing abilities, as well as the Heal skill itself. For example - the Heal skill could be DC 20, allow bloodied target to use one healing surge. A Potion of healing could be - when imbibed activate a healing surge. A Cleric can have an encounter ability which states - chant lots, target activates healing surge. The key is that regardless of the number of encounters you have (and by extension the number of times the Cleric uses their encounter ability or the Fighter makes that DC 20 Heal check) there is a point when your character can no longer be healed by healing surges for the day. The party can not clear the entire dungeon if they repeatedly lose 90% of their hit points every encounter. By limiting surges, there is still strategic/tactical value in limiting the damage which the party receives. The amount healed by a surge could be a number of things: Con Score Con Modifier 1/4 of Total HP Healing Surge number (for the Rogue 6+ CON modifier) I suspect the HP will scale in some fashion (either due to a percentage or due a scaling CON modifier) but the means of scaling are difficult to ascertain - perhaps DnDxP will answer that for us. [/QUOTE]
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Healing Surges: 6 + Constitution modifier
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