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<blockquote data-quote="Teemu" data-source="post: 7973589" data-attributes="member: 30788"><p>My gut feeling is that this would simply make the already wonky encounter building rules even wonkier since you'd be improving PC survivability. </p><p></p><p>If the primary design purpose of the 4e healing surges was to put a limiter on the recovery of daily hit points, then I'd approach the house rules from that viewpoint. In 5e the simple potion of healing can, at higher levels, work like the 3.x cure light wounds/lesser vigor wand. So, maybe start by requiring the potion of healing to require expending HD? The potion is common and in the standard equipment list, which makes it available for easy purchase (by default at least). It'd be somewhat reasonable to nerf it, although I could see lowest level parties hurting from this. </p><p></p><p>If you use spells to heal, you're using up daily resources, which is kind of the same deal as spending surges in 4e, another daily resource. </p><p></p><p>Another possible change could be done to the healing word spell, which is by far the most common in-combat healing spell, and obviously the successor to the minor action leader powers of 4e. Maybe the spell could simply allow you to spend HD as if you'd finished a short rest, adding the caster's spellcasting ability modifier on top? And upcasting it would then add 1d4 extra per spell slot level.</p></blockquote><p></p>
[QUOTE="Teemu, post: 7973589, member: 30788"] My gut feeling is that this would simply make the already wonky encounter building rules even wonkier since you'd be improving PC survivability. If the primary design purpose of the 4e healing surges was to put a limiter on the recovery of daily hit points, then I'd approach the house rules from that viewpoint. In 5e the simple potion of healing can, at higher levels, work like the 3.x cure light wounds/lesser vigor wand. So, maybe start by requiring the potion of healing to require expending HD? The potion is common and in the standard equipment list, which makes it available for easy purchase (by default at least). It'd be somewhat reasonable to nerf it, although I could see lowest level parties hurting from this. If you use spells to heal, you're using up daily resources, which is kind of the same deal as spending surges in 4e, another daily resource. Another possible change could be done to the healing word spell, which is by far the most common in-combat healing spell, and obviously the successor to the minor action leader powers of 4e. Maybe the spell could simply allow you to spend HD as if you'd finished a short rest, adding the caster's spellcasting ability modifier on top? And upcasting it would then add 1d4 extra per spell slot level. [/QUOTE]
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