Gort
Explorer
healing surges was the most brilliant idea in 4e... why remove it?
Could you elaborate on why you like them so much?
healing surges was the most brilliant idea in 4e... why remove it?
This is inspired in part by the rumours surrounding daily powers in the new Essentials series, but I recognise that we know little about it so far:
I think that anyone who's GMed has occasionally had the problem where you've got a great long stretch of time, and it only really makes sense to have a single encounter in it - after all, it's not a great deal of fun to have constant encounters with lions and bandits and so forth when you're just trying to get from A to B.
One problem is that players who know or even just guess that they're not going to have many encounters can go "nova", blowing all of their daily powers in that one encounter, completely decimating it. Alternatively they take a long rest between every encounter, allowing them to do this constantly. Healing surges are a similar problem - it's very possible to build a party with appropriate gear and powers that can blow a vast number of healing surges every encounter, which again inflates the power of the party above and beyond what's assumed by the level system.
Now, there are ways to fight back against this - time limits preventing long rests, healing surge draining beasties, and so forth. But might it be simpler, if we were considering a rewrite of the current edition, to do away with daily powers and healing surges? Treat every encounter as an island, if you will, so that you can have one encounter in a section of play, or a dozen. Naturally daily magic item powers would have to go too.
It might also bring back to the fold those players who found it difficult to countenance being able to fire two arrows at a time only once per day - I was not one of these, but it was a complaint I heard.
I would suppose a downside might be that it would remove a layer of resource management from the game, but as I've mentioned earlier, it's a rather easily-solved management puzzle, and DMs kind of struggle with it at times.
Could you elaborate on why you like them so much?
I admit its late and my thoughts mught be ill worded but try and understand.
I have been playing around with the thought of simply exchanging the automatic full heal at x-rests, to a refill of surges and only allow expending surges if a power allows them to do so or during x-rests, second wind only useable in combat situations. This would allow the players full freedom during combats, removing the illogical recovry of meat and tissue every 5 mins if there is no magic of sorts (inc martial stuff) involved, increasing attrition as they know that even at a x-rest they can only heal if they still have surges. If you want to further increase attrition and make them feel more wounded, set a limit on the number of surges that can be expended during x-rests. This would make a heavy combat one day have possible bearing on combat situations following days, without removing any possibilities for the players.
Well, my 2 cents. What do you think about it? Would it fly?
And I know that loss of hp is some sort of strain measure, but I dont like it. When a poisonous giant rat of doom sinks his teeth into your shoulder, that just isnt strain... Thats a wound, or that poison is imaginative!
It embraces the idea that hit points represent actual damage, but some kind of staying power... After a fight or when someone encourages you, you can get up on your feet.Could you elaborate on why you like them so much?
ardoughter said:You see I have fundamental issues with the interpetation of hp as wound in any version of D&D and this has been trashed out on the forums before here ,here and here.
I think if you want to have combat on one day affect combat on subsequent days then mod the disease rules and if any character drops to below 0 in a fight they loose a healing surge after the fight due to the wound and need to improve their condition as per the disease rules to regain the surge.
UngeheuerLich said:It embraces the idea that hit points represent actual damage, but some kind of staying power... After a fight or when someone encourages you, you can get up on your feet.
But most important: healing scales with your hp.
In former editions, hit points also represent the amount of damage you can take. And having suffered about 50% hp loss should be about equal amount of injuieies taken. But a healing spell on a mage was far more efficient.
Actually the best thing which could have happened would be weapons not doing different amunts of damage, but the powers having its own damage die. So the Monk design would actually be the best design when you keep this concept of hp in mind.
I think the changes that you propose will really encourage a 5 min working day. Now if your players will ignore that and work on regardless then maybe but I think it is cludgey and not intune with 4e. I think in 3x terms healing surges are the hp equivalent not the actual hp which are an encounter resource.Ok ardoughter, if you ignore whether I like bloodied to be bloody tired or bloody hurt, do you believe that my changes are playable. I imagine they would be bringing the game a bit backwards towards 3.x in feel, but still letting everyone heal at the same pace, and without affecting powers or the general dynamics of fights.