How Bad Would the Game Get Fraked if...


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Since the whole point of the healing surge mechanic is to prevent the 15-minute adventuring day, I think it's a terrible idea to put in mechanics that allow you to burn them faster for non-healing purposes; it just brings back the problem the whole surge mechanic is designed to alleviate.

This is exactly what I was thinking.

Also, I think 4e can NOVA fine without allowing them to do yet more actions in a round.
 

Personally, I don't think this sounds too powerful. On the contrary, losing up to 4 surges in exchange for a single move option sounds like a terrible trade. For many characters and classes, that's half their healing resources for the day.

But then again, I play in a Dark Sun campaign with a fairly brutal DM, where my poor wizard frequently limps into his fourth or fifth encounter of the day with no surges left. So perhaps I'm biased.
 

I can see one instance in which it could work out, which is why I mentioned the chase style skill test. Something like the Aragorn/Gimli/Legolas chase to catch the orcs who captured the hobbits, done as an overland speed chase, could work. In such a situation you're already likely dealing with the "15 minute adventure day", because the players are likely expecting a single nova-style encounter, so burning a few more surges along the way could be a good thing.

There's actually a Martial Practice that replicates that scene, and it costs a healing surge. (All of them do, even ones that let you make mundane items.)

But skill challenges can deal with that too. There's one in the Dark Sun campaign setting that does this too (supposed to be doing a manhunt in the city; failing Endurance checks can drain surges). The best part about skill challenges is you can modify them on the fly, depending on what's going on.
 




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