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<blockquote data-quote="Rel" data-source="post: 4547605" data-attributes="member: 99"><p>Whew! It's been a crazy busy work week. I've finally got a bit of breathing room though so let me address this stuff.</p><p></p><p></p><p></p><p>There will definitely be a sliding difficulty on the DC's as they rise in level. The non-metagame reason for this is that tougher monsters hit harder and inflict nastier wounds. I've not decided on an exact DC scale but I was planning to use the difficult DC rules based on level listed in the DMG.</p><p></p><p></p><p></p><p>The healing gained is whatever their current Surge would heal. Let me see if I can explain this using an example:</p><p></p><p>Bob is a 3rd level Fighter with a 13 Con. This gives him 40 HP and 10 Healing Surges. He's got a +7 Endurance.</p><p></p><p>Bob got Wounded in the battle with the Dragon (let's say due to a Crit). At the end of the fight he had 4 of his 40 Hit Points remaining and one Healing Surge left. After the party has a Short Rest following the fight, he spends his last Surge to heal. His surges normally heal 10 but he is Wounded so it only heals half. That gives him 5 more HP and now he's got 9. The party spends the night in the Dragon's lair and takes an Extended Rest.</p><p></p><p>Bob awakes feeling pretty rough. He's only got 9 HP because he heals none during the Extended Rest due to his Wounded condition. But he has all 10 of his surges back. Now he tries to recover from Wounded.</p><p></p><p>The DC for this is a 20 (Dragons bite Hard). Bob rolls a 6 and fails to recover. The party Cleric takes a look at him and manages to make a successful Heal check on him and that gets him back HP as though he had spent a Surge. Since his current Surge value is 5 then he's up to 14 HP. Bob opts to go ahead and spend 5 Healing Surges to regain another 25 HP, bringin him up to 39. He's still got another 5 Surges that he can spend throughout the day for another 25 HP so he'll focus on fighting defensively a bit more and hope for the best.</p><p></p><p>Let's pretend that Bob had instead rolled a 14 and made the Endurance check to recover from Wounded. Then the Cleric made the Heal check on him and Bob got back his current Surge value in HP, which would have been 10. That takes him to 19 HP. He then opts to spend two more Surges, giving him 10 HP each and gets up to 39 HP. Suddenly he's feeling much better and, with 8 more Surges left for the day, he feels nearly like his normal self again.</p><p></p><p></p><p></p><p>I'd say that anything that says, "As though (the wounded character) had spent a healing surge" would heal whatever their current Surge value is (i.e. half normal if they are Wounded). If there is a power (and I don't know of one) that says, "...heal another character a number of HP equal to <strong>your </strong>Surge value." then I'd be ok with it healing the full normal healing.</p><p></p><p>Thanks again for helping me hash this out.</p></blockquote><p></p>
[QUOTE="Rel, post: 4547605, member: 99"] Whew! It's been a crazy busy work week. I've finally got a bit of breathing room though so let me address this stuff. There will definitely be a sliding difficulty on the DC's as they rise in level. The non-metagame reason for this is that tougher monsters hit harder and inflict nastier wounds. I've not decided on an exact DC scale but I was planning to use the difficult DC rules based on level listed in the DMG. The healing gained is whatever their current Surge would heal. Let me see if I can explain this using an example: Bob is a 3rd level Fighter with a 13 Con. This gives him 40 HP and 10 Healing Surges. He's got a +7 Endurance. Bob got Wounded in the battle with the Dragon (let's say due to a Crit). At the end of the fight he had 4 of his 40 Hit Points remaining and one Healing Surge left. After the party has a Short Rest following the fight, he spends his last Surge to heal. His surges normally heal 10 but he is Wounded so it only heals half. That gives him 5 more HP and now he's got 9. The party spends the night in the Dragon's lair and takes an Extended Rest. Bob awakes feeling pretty rough. He's only got 9 HP because he heals none during the Extended Rest due to his Wounded condition. But he has all 10 of his surges back. Now he tries to recover from Wounded. The DC for this is a 20 (Dragons bite Hard). Bob rolls a 6 and fails to recover. The party Cleric takes a look at him and manages to make a successful Heal check on him and that gets him back HP as though he had spent a Surge. Since his current Surge value is 5 then he's up to 14 HP. Bob opts to go ahead and spend 5 Healing Surges to regain another 25 HP, bringin him up to 39. He's still got another 5 Surges that he can spend throughout the day for another 25 HP so he'll focus on fighting defensively a bit more and hope for the best. Let's pretend that Bob had instead rolled a 14 and made the Endurance check to recover from Wounded. Then the Cleric made the Heal check on him and Bob got back his current Surge value in HP, which would have been 10. That takes him to 19 HP. He then opts to spend two more Surges, giving him 10 HP each and gets up to 39 HP. Suddenly he's feeling much better and, with 8 more Surges left for the day, he feels nearly like his normal self again. I'd say that anything that says, "As though (the wounded character) had spent a healing surge" would heal whatever their current Surge value is (i.e. half normal if they are Wounded). If there is a power (and I don't know of one) that says, "...heal another character a number of HP equal to [B]your [/B]Surge value." then I'd be ok with it healing the full normal healing. Thanks again for helping me hash this out. [/QUOTE]
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