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General Tabletop Discussion
*Pathfinder & Starfinder
Out of Healing Surges - what now?
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<blockquote data-quote="Tervin" data-source="post: 4286510" data-attributes="member: 66491"><p>If you understand the concept of the adventure, you will see why the "suck it up" comments aren't really that valid in this case. I will make sure not to give any spoilers, but consider:</p><p></p><p>1. PCs get tricked into a situation that they can't leave until they have resolved it. They are not there by player choice but by DM decision. (At least the way this is written.)</p><p>2. The situation and the time limit make it impossible to have an extended rest during the adventure.</p><p>3. Because of the extra strain put on the party by point 1 and 2 there are lots of extra healing potions to be found. This worked out great in 3.X, when potions were useful outside of combat as extra healing spells - with the 4.0 healing surge system they don't help much at all in this adventure.</p><p>4. As 4.0 is new converting old adventures is not something people can be expected to be great at yet. On the other hand we want the players to like the new rule set (at least I do). If there is a risk that something turns too hard for a PC because of conversion problems, it feels extra important not to kill off the character.</p><p></p><p>So, variation of potions that give surges back instead of healing or having the NPC paladin be extra helpful seem like good tips. Or (in theme with the feel of the story) give surges back as awards when the PCs have reached certain points in the story. If I was the DM I would not feel bad about admitting part fo the problem to the players and give them such a reward retroactively. Right now 4.0 is kind of a playtest for many of us, after all.</p></blockquote><p></p>
[QUOTE="Tervin, post: 4286510, member: 66491"] If you understand the concept of the adventure, you will see why the "suck it up" comments aren't really that valid in this case. I will make sure not to give any spoilers, but consider: 1. PCs get tricked into a situation that they can't leave until they have resolved it. They are not there by player choice but by DM decision. (At least the way this is written.) 2. The situation and the time limit make it impossible to have an extended rest during the adventure. 3. Because of the extra strain put on the party by point 1 and 2 there are lots of extra healing potions to be found. This worked out great in 3.X, when potions were useful outside of combat as extra healing spells - with the 4.0 healing surge system they don't help much at all in this adventure. 4. As 4.0 is new converting old adventures is not something people can be expected to be great at yet. On the other hand we want the players to like the new rule set (at least I do). If there is a risk that something turns too hard for a PC because of conversion problems, it feels extra important not to kill off the character. So, variation of potions that give surges back instead of healing or having the NPC paladin be extra helpful seem like good tips. Or (in theme with the feel of the story) give surges back as awards when the PCs have reached certain points in the story. If I was the DM I would not feel bad about admitting part fo the problem to the players and give them such a reward retroactively. Right now 4.0 is kind of a playtest for many of us, after all. [/QUOTE]
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Out of Healing Surges - what now?
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