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Nemesis Destiny
Nice set of house rules! A question about the healing surges for rituals...
Thanks! I'll try my best to answer.
Is Raise Dead an exception? For example, say my 14th leave PCs cast raise dead on the rogue, does the ritual caster just spend 1 healing surge? (since its a L-6 ritual?) Or is it treated as a paragon-tier ritual of their level because the original ritual has scaling cost by tier? And if they were epic level and using it on an NPC who the DM rules wanted/could be resurrected, would the ritual be free?
All rituals that have special costs, including foci, still have those costs, including ones with additional healing surge costs (that surge cost can never be removed).
The specific example of Raise Dead has not come up in my campaign, as I limit access to such things to maintain the tone I'm after in my games. That said, I would make an exception for this one, and have the cost remain, and have it scale. It would be a safe bet that I likely would do this with any scaling-cost ritual.
In the case of NPCs, I would maintain the cost relative to the characters' level, more than likely.
For what its worth, I hand out exponentially less wealth in my games as well, so this has an effect on things too.
I'm still very much in the process of playtesting and tweaking all of my houserules; they are constantly under review and subject to change. My players know this and are more or less okay with it. Our group has run mostly in the heroic tier, so most of the changes we've made are focused there. I've had one group hit 10th that I play and co-DM in, and another that I strictly play in that has hit 12th. The highest game that I run solo is currently 7th level. We play almost weekly, but we change campaigns often and rotate DM duties, as well as play other games, so despite having played since 4e's launch (and even slightly prior with leaked copies), none of our groups or characters are high level.
I would very much like to get to high paragon at some point; I keep reading about others' experiences and it sounds pretty cool.
More broadly, I wonder if your system would better fit if there were just healing surges and no action points in the game? Of course, I realize other mechanics reference action points, so that may not be possible. It just seems weird to have two competing piles of plot coupons, doesn't it?
Since there is so much interchange between both types of plot coupon, or more precisely, since I've made the Healing Surge more of a de facto plot coupon, yes, I'd considered unifying it into one mechanic.
Ultimately, to maintain greater compatibility, and because I wanted a coupon that is easy to recover (surges) and also one that is harder to recover (APs), I decided to keep both.