With healing surges, 4e seems to be able to simulate fatigue extremely well. A PC could be at full HPs but if he has little or no surges, he's certainly not up for a big fight, eg he's fatigued and needs to rest.
And yet, this seems to rarely be used for much as far as game mechanics. For example, the only class I can think of, off the top of my head, that uses the link is the planeshifter. This class can teleport to any known teleportation circle at any time (well once per encounter anyway) BUT must use three healing surges (or equivilant HPs if healing surges run out) to do so. Big effect for a big cost, exactly how I think magic should go. Are there any other classes that do something similar?
This seems like it would be perfect for other magic using classes (and maybe others) to simulate the fatigue that always comes in the fluff of using magic, but never seems to come across in the mechanics.
It could certainly be used to address the complaint that 4e magic is not, well, magicy enough. For example when throwing a fireball a wizard could use a healing surge to add 1 extra die of damage (cap the healing surges that can be used to supercharge the spell at 1/2 spell level or something like that to avoid abuse). Or for rituals (and the time complaint) a wizard could use 2 surges to cut the time by 10 or somesuch (knock for example takes 10 minutes, allow the wizard to do it in 1 min for 2 healing surges or even 1 round for 4 healing surges, again big effect, big cost). That certainly fits, for me, making magic feel different and powerful, but with an associated cost.
It just seems like a perfect, mechanic that should see more use (both in the core rules and alternative stuff).
Thoughts?
And yet, this seems to rarely be used for much as far as game mechanics. For example, the only class I can think of, off the top of my head, that uses the link is the planeshifter. This class can teleport to any known teleportation circle at any time (well once per encounter anyway) BUT must use three healing surges (or equivilant HPs if healing surges run out) to do so. Big effect for a big cost, exactly how I think magic should go. Are there any other classes that do something similar?
This seems like it would be perfect for other magic using classes (and maybe others) to simulate the fatigue that always comes in the fluff of using magic, but never seems to come across in the mechanics.
It could certainly be used to address the complaint that 4e magic is not, well, magicy enough. For example when throwing a fireball a wizard could use a healing surge to add 1 extra die of damage (cap the healing surges that can be used to supercharge the spell at 1/2 spell level or something like that to avoid abuse). Or for rituals (and the time complaint) a wizard could use 2 surges to cut the time by 10 or somesuch (knock for example takes 10 minutes, allow the wizard to do it in 1 min for 2 healing surges or even 1 round for 4 healing surges, again big effect, big cost). That certainly fits, for me, making magic feel different and powerful, but with an associated cost.
It just seems like a perfect, mechanic that should see more use (both in the core rules and alternative stuff).
Thoughts?
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