Hypersmurf
Moderatarrrrh...
'The Titanic's sinking, now's a good time for a nuclear bomb.'
Hmm. That gives me an idea for a Mutants and Masterminds one-shot...
-Hyp.
'The Titanic's sinking, now's a good time for a nuclear bomb.'
Trying to add threat value to what is fighting characters that are at zero healing surges because they are at zero healing surges is like stabbing at people in the hospital who are in critical condition from knife wounds and saying 'they don't respect the knife enough.'
It's dickery, and nothing more.
If the monsters can't deal hp damage and can only hit their healing surges, if you -need- threat the DM should have included monsters capable of finishing off the party. That's good tactics and fourth edition design. If you're in battle and suddenly your healing surges have been utterly depleted, and the battle isn't over... guess what? You're screwed! That's enough tension and threat, and you don't need to make it worse, especially not in 4e where hps are supposed to fluctuate up and down rapidly.
Given that the damage most standard monsters deal is enough to be a large threat to a party member who -can't- heal, WHY OH WHY would you want to make the damage -worse- just because he happens to be screwed already?
'The Titanic's sinking, now's a good time for a nuclear bomb.'
Speaking -as a DM- that is dickery, and too much.
As a DM, you're not supposed to execute party members for signing up to play a game of D&D. You're supposed to make party member death probable enough that the party respects the challenges they face and feel like they've overcome the odds.
Nobody's disputing that. I was taking issue with Gruns' assertion that getting poisoned twice means you need two successful saves to stop taking ongoing damage.
One save per type of ongoing damage, not one save per instance of the same type of ongoing damage, is what the rule says.
Why? They already said "One Rule, Many Exceptions."Frankly, I think a WotC clarification that explicitly deals with "prepackaged" ongoing damage+rider effect saves is in order.
How about instead of adding a rule, you modify the situation? Rather than add a rule that causes victims to lose <level> hit points when they're out of surges, add environmental constraints that cause it. The creatures in the MM that steal surges, and some sample fights:
Atropal: fighting the thing in the negative plane, each round the PCs must make an Endurance check with a level appropriate DC. If they fail, they lose hit points equal to their level from life draining and lack of air.
Bodak: Not needing to breathe, the bodaks can activate a trap that pours smoke into the room, causing a risk of suffocation.
Death Titan: already has a negative effect, so no environmental changes needed.
Deathlock Wight: on the banks of an underground river, foes with no remaining healing surges can be pushed into the current with the wight's horrific visage and any push effects its allies may have. While there they have to manage to swim to shore against the current and avoid drowning. This could be very difficult if they're immobilized.
Other wights could have similar encounters. Make the lead wight a Slaughter Wight and give him undead allies whose basic attacks have a push effect, and his Death Wail could have disastrous consequences.
In a protracted adventure, intelligent surge draining undead could attack the party to steal their energy and keep them busy while decrepit skeletons fire flaming arrows at the wagon where the food is stored. Continual harassment by skirmisher undead (who don't need to sleep and can easily flee) will prevent long rests. This forces the party to retreat, counterattack while low on surges, or risk sleepless starvation and a slow death of a thousand cuts.
Great! We'll see you Friday @ 6:30? Bring a 24th level PC.![]()