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*Pathfinder & Starfinder
Healing surges with a nod towards simulation
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<blockquote data-quote="Crazy Jerome" data-source="post: 5710706" data-attributes="member: 54877"><p>This is a rough example with made up numbers. Since the numbers need to be adjusted, but only playtesting would tell us the correct spots, they can't be anything but made up.</p><p> </p><p>Bob the 3rd level fighter has 30 hit points. His surge value is 5 (1/6 of hp). He has 10 surges, 2 of which are from his +2 Con mod. Bob has some allies, but we don't detail them here.</p><p> </p><p>Grunk the reasonably tough goblin has 20 hit points. His surge value is 3, and he has 2 surges. His "pseudo minion" troops have 15 hit points, and no surges.</p><p> </p><p>Presumably, damage doesn't scale quite so radically in this model, though it still starts out in the 1d6 to 1d10 range, plus whatever mods are applicable. This is because none of the numbers are going up terribly fast, either hit points or damage. An encounter power that does 2W is pretty darn brutal in the early heroic tier, and early dailies probably inflict status effects instead of exceeding that. However, some powers and situations can inflict surge damage directly.</p><p> </p><p>Round 1:</p><p> </p><p>Protecting the wizard, Bob gets an OA on the first goblin that tries to get by. He follows that up with a solid hit on his action, same goblin. This drop the "pseudo minion" below zero. The DM narrates this as the gobin knocked cold and bleeding slightly--could recover or could die. </p><p> </p><p>Meanwhile, Bob picks up some incidental damage, and a solid hit from Grunk. He is now at 20 hit points.</p><p> </p><p>Round 2:</p><p> </p><p>Seeing that things are pretty serious, Bob uses his encounter power, "Mighty Cleave". This attacks two targets for 1W+Str mod, but increases the chance for a critical by 3 points (e.g. 17+ for Bob instead of the normal 20). Bob hits Grunk for 7 points of damage, and then gets a critical on another goblin. This does the same 7 damage, but is rather irrelevant as this goblin has no surges. The goblin goes down clutching his shattered arm and screaming.</p><p> </p><p>Seeing that things are rapidly against him, Grunk unleashes his own special attack, connecting with Bob for 6 hit points and an effect--Bob must retreat 10 feet or suffer loss of a surge. Gritting his teeth with thought of his poorly armored friends behind him, Bob takes the hit on his shield, and narrates this a nasty strain in his shield arm. </p><p> </p><p>Meanwhile, Bob's cleric friend invokes a minor healing effect that lets Bob spend a surge. The 5 hit points are nice, but hardly game breaking. Bob is down to 8 surges.</p><p> </p><p>Round 3:</p><p> </p><p>The wizard unleashes a daily herself, killing half of the remaining goblins. The rogue gets a critical on Grunk, taking one surge in the process. Seeing Bob bearing down on him, Grunk decides now would be a good time to run. Bob charges, smacks Grunk hard, knocking him down below zero hit points. While the remaining goblins scatter, a coup de grace is applied to the unfortunate goblin leader.</p><p> </p><p>Short Rest:</p><p> </p><p>After the fight, Bob uses 3 more surges to heal the many minor bruises and strains from this fight, getting himself almost back to full hit points, but now down a full half of his surges. He may have full hit points, but he can take half as many crits or other such effects as normal. Bob has his best "Die Hard" face on, but he simply isn't capable of taking as much punishment as he was before.</p><p> </p><p>It will take Bob 5 days to get those back with normal rest, though with the Clerics' good Heal check, Bob will probably be back to full in 3 days. However, this adventure will involve several such fights, and the party stocked up on major healing potions. Between those, and the "cure light wounds", Bob can get back to full right away. However, this is expensive, and they can't do it repeatedly. Once those potions are gone, it will take at least a few days to recover fully.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5710706, member: 54877"] This is a rough example with made up numbers. Since the numbers need to be adjusted, but only playtesting would tell us the correct spots, they can't be anything but made up. Bob the 3rd level fighter has 30 hit points. His surge value is 5 (1/6 of hp). He has 10 surges, 2 of which are from his +2 Con mod. Bob has some allies, but we don't detail them here. Grunk the reasonably tough goblin has 20 hit points. His surge value is 3, and he has 2 surges. His "pseudo minion" troops have 15 hit points, and no surges. Presumably, damage doesn't scale quite so radically in this model, though it still starts out in the 1d6 to 1d10 range, plus whatever mods are applicable. This is because none of the numbers are going up terribly fast, either hit points or damage. An encounter power that does 2W is pretty darn brutal in the early heroic tier, and early dailies probably inflict status effects instead of exceeding that. However, some powers and situations can inflict surge damage directly. Round 1: Protecting the wizard, Bob gets an OA on the first goblin that tries to get by. He follows that up with a solid hit on his action, same goblin. This drop the "pseudo minion" below zero. The DM narrates this as the gobin knocked cold and bleeding slightly--could recover or could die. Meanwhile, Bob picks up some incidental damage, and a solid hit from Grunk. He is now at 20 hit points. Round 2: Seeing that things are pretty serious, Bob uses his encounter power, "Mighty Cleave". This attacks two targets for 1W+Str mod, but increases the chance for a critical by 3 points (e.g. 17+ for Bob instead of the normal 20). Bob hits Grunk for 7 points of damage, and then gets a critical on another goblin. This does the same 7 damage, but is rather irrelevant as this goblin has no surges. The goblin goes down clutching his shattered arm and screaming. Seeing that things are rapidly against him, Grunk unleashes his own special attack, connecting with Bob for 6 hit points and an effect--Bob must retreat 10 feet or suffer loss of a surge. Gritting his teeth with thought of his poorly armored friends behind him, Bob takes the hit on his shield, and narrates this a nasty strain in his shield arm. Meanwhile, Bob's cleric friend invokes a minor healing effect that lets Bob spend a surge. The 5 hit points are nice, but hardly game breaking. Bob is down to 8 surges. Round 3: The wizard unleashes a daily herself, killing half of the remaining goblins. The rogue gets a critical on Grunk, taking one surge in the process. Seeing Bob bearing down on him, Grunk decides now would be a good time to run. Bob charges, smacks Grunk hard, knocking him down below zero hit points. While the remaining goblins scatter, a coup de grace is applied to the unfortunate goblin leader. Short Rest: After the fight, Bob uses 3 more surges to heal the many minor bruises and strains from this fight, getting himself almost back to full hit points, but now down a full half of his surges. He may have full hit points, but he can take half as many crits or other such effects as normal. Bob has his best "Die Hard" face on, but he simply isn't capable of taking as much punishment as he was before. It will take Bob 5 days to get those back with normal rest, though with the Clerics' good Heal check, Bob will probably be back to full in 3 days. However, this adventure will involve several such fights, and the party stocked up on major healing potions. Between those, and the "cure light wounds", Bob can get back to full right away. However, this is expensive, and they can't do it repeatedly. Once those potions are gone, it will take at least a few days to recover fully. [/QUOTE]
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