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General Tabletop Discussion
*TTRPGs General
Hit Points & Healing Surges Finally Explained!
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<blockquote data-quote="Lacyon" data-source="post: 4629917" data-attributes="member: 63046"><p>Maybe there was some hit mixed in there with all that miss after all?<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p> </p><p></p><p> </p><p>Given #6, that'd probably be for the best.</p><p> </p><p></p><p> </p><p>This is true already, though you might want to tweak the degree. If you drop the defender's surge count to achieve #1, giving him proportionally more hp/level would probably be a good idea. Likewise, if you boost controller surges, dropping his hp would probably be good.</p><p> </p><p></p><p> </p><p>Seems fine, although you still probably want there to be a scratches and flesh wounds so that it's possible to use a poisoned blade before chewing through all of a guy's hp.</p><p> </p><p></p><p> </p><p>This is used to a degree in the 4E starvation/thirst/exposure rules, so expanding along these lines is natural.</p><p> </p><p></p><p> </p><p>This is the one that's a big system change from 4E IMO. Healing surges, besides just being a mechanism for non-magical healing, became a way to pull healing magic out of the Vancian model while leaving in the resource-management aspect.</p><p> </p><p>That's not to say you couldn't do it - suppose that Cure Light Wounds (and similar) in 4E, instead of being "target regains hit points <em>as if</em> they spent a healing surge" became "target regains a healing surge and may spend it immediately."</p><p> </p><p>You'd still probably need to increase the number of surges overall, though. </p><p> </p><p></p><p> </p><p>I'm not sure why monsters would need less HP (unless you were going to apply these rules to the monsters as well, which wasn't clear above).</p><p> </p><p>And I suspect that, in play, the incentive would be to press on during a single day (or very few days) until surges were low, then pull back and rest for a week, which would seems like it would break the flow of the game. But maybe not for your style of play.</p><p> </p><p>Anyway, you've given me some food for thought. Thanks!</p></blockquote><p></p>
[QUOTE="Lacyon, post: 4629917, member: 63046"] Maybe there was some hit mixed in there with all that miss after all?:p Given #6, that'd probably be for the best. This is true already, though you might want to tweak the degree. If you drop the defender's surge count to achieve #1, giving him proportionally more hp/level would probably be a good idea. Likewise, if you boost controller surges, dropping his hp would probably be good. Seems fine, although you still probably want there to be a scratches and flesh wounds so that it's possible to use a poisoned blade before chewing through all of a guy's hp. This is used to a degree in the 4E starvation/thirst/exposure rules, so expanding along these lines is natural. This is the one that's a big system change from 4E IMO. Healing surges, besides just being a mechanism for non-magical healing, became a way to pull healing magic out of the Vancian model while leaving in the resource-management aspect. That's not to say you couldn't do it - suppose that Cure Light Wounds (and similar) in 4E, instead of being "target regains hit points [I]as if[/I] they spent a healing surge" became "target regains a healing surge and may spend it immediately." You'd still probably need to increase the number of surges overall, though. I'm not sure why monsters would need less HP (unless you were going to apply these rules to the monsters as well, which wasn't clear above). And I suspect that, in play, the incentive would be to press on during a single day (or very few days) until surges were low, then pull back and rest for a week, which would seems like it would break the flow of the game. But maybe not for your style of play. Anyway, you've given me some food for thought. Thanks! [/QUOTE]
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