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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Low magic/low healing in 4E?
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<blockquote data-quote="Mengu" data-source="post: 6004976" data-attributes="member: 65726"><p>I'll offer some suggestions depending on what you want to do...</p><p></p><p>1) Halve the healing surge value?</p><p></p><p>This can be done. If you do, I'd double the number of healing surges characters get. Makes for very inefficient and slow healing during combat (but it's still something to pick up the unconscious PC and get them in the fight), yet doesn't throw the adventuring day out of whack because daily healing resources are unaffected.</p><p></p><p>2) Halve the amount of surges available to PCs?</p><p></p><p>This can also be done. I'd halve monster damage if you go this route, as surges will be very precious. Most people will probably look for ways to regenerate. And you might want to do something about the vampire (like not allow it). Other classes may need tweaks too. Something to be cautious of, is that this will encourage ranged attackers and stealth tactics, and discourage melee and tanking. If that is the kind of campaign you want to run, it's a great option. Otherwise, you may need some ongoing tweaks as the game unfolds.</p><p></p><p>4) Eliminate Second Wind? </p><p></p><p>I've seen games where no one ever second winds. This would not have much of an impact, except less people would play dwarves and wardens.</p><p></p><p>5) Eliminate all healing available to PCs except Second Wind? </p><p>6) Eliminate, or limit, Leader as a class option?</p><p></p><p>Either of these two work fine, if you just reduce damage from MM3 expressions to MM1 expressions. I remember back then, I could run games without leaders, and it was exciting and fun, with some close battles. I'd probably still allow some daily healing resources like Come Back Strike. MM3 pretty much ruined the leaderless game.</p><p></p><p>Other options:</p><p></p><p>* Each character can spend only 1 healing surge to regain hit points during a combat encounter.</p><p></p><p>This would create an interesting tactical challenge as characters will need to protect each other and maybe even cycle through a front line. For a character who has spent a surge and went unconscious, all you can do is stabilize them. This could certainly create a high tension dynamic.</p><p></p><p>* Characters cannot use powers with the healing keyword or powers that regenerate. Characters also start with 2 additional surges.</p><p></p><p>This is a more strict version of the previous option. It means characters can only regain hit points during rests. However, it leaves the door open for temporary hit point buffers and resistances, so there are still tools for the resourceful PC's. I'd probably knock monster damage back down to MM1 values, if using this option.</p><p></p><p></p><p>A word of caution, if your players are not optimization minded, you may seriously be screwing some of them with these limitations. I'd say be ready to make tweaks and exceptions for certain PC's as the game progresses.</p></blockquote><p></p>
[QUOTE="Mengu, post: 6004976, member: 65726"] I'll offer some suggestions depending on what you want to do... 1) Halve the healing surge value? This can be done. If you do, I'd double the number of healing surges characters get. Makes for very inefficient and slow healing during combat (but it's still something to pick up the unconscious PC and get them in the fight), yet doesn't throw the adventuring day out of whack because daily healing resources are unaffected. 2) Halve the amount of surges available to PCs? This can also be done. I'd halve monster damage if you go this route, as surges will be very precious. Most people will probably look for ways to regenerate. And you might want to do something about the vampire (like not allow it). Other classes may need tweaks too. Something to be cautious of, is that this will encourage ranged attackers and stealth tactics, and discourage melee and tanking. If that is the kind of campaign you want to run, it's a great option. Otherwise, you may need some ongoing tweaks as the game unfolds. 4) Eliminate Second Wind? I've seen games where no one ever second winds. This would not have much of an impact, except less people would play dwarves and wardens. 5) Eliminate all healing available to PCs except Second Wind? 6) Eliminate, or limit, Leader as a class option? Either of these two work fine, if you just reduce damage from MM3 expressions to MM1 expressions. I remember back then, I could run games without leaders, and it was exciting and fun, with some close battles. I'd probably still allow some daily healing resources like Come Back Strike. MM3 pretty much ruined the leaderless game. Other options: * Each character can spend only 1 healing surge to regain hit points during a combat encounter. This would create an interesting tactical challenge as characters will need to protect each other and maybe even cycle through a front line. For a character who has spent a surge and went unconscious, all you can do is stabilize them. This could certainly create a high tension dynamic. * Characters cannot use powers with the healing keyword or powers that regenerate. Characters also start with 2 additional surges. This is a more strict version of the previous option. It means characters can only regain hit points during rests. However, it leaves the door open for temporary hit point buffers and resistances, so there are still tools for the resourceful PC's. I'd probably knock monster damage back down to MM1 values, if using this option. A word of caution, if your players are not optimization minded, you may seriously be screwing some of them with these limitations. I'd say be ready to make tweaks and exceptions for certain PC's as the game progresses. [/QUOTE]
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Low magic/low healing in 4E?
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