CapnZapp
Legend
Thanks for clearing this up.You can be stabilized, unless you take damage again, you won't die. You can then get back to 1HP after a short rest.
Also, this ignores a number of healing powers that do not require the character in question to spend a healing surge ... magic items, Paladin, a number of spells etc.
However, how is it a problem that there are powers that doesn't require healing surges?
Exactly right. It's immensely frustrating to not be able to act on a problem when it happens. This kind of mandatory planning ahead seems very alien to D&D's philosophy somehow. Or in simpler terms: it isn't fun.You may have no immediate options, most of the solutions are something that you would have had to do earlier, for example better use of surges, had the group ready to supply healing without surge use, taking a feat like durable to avoid running out of surges so quickly, getting the right magic item.
Of course you should be able to heal a wounded comrade. Regardless of the resource allocation skills of the player...
Well, bringing an extra pair of healing potions is hardly a problem...However, most "alternatives" would likely involve magic items and spell choices anyway, so the options that exist are already there. If you didn't have the alternative available at the time, you'd likely have to either perform a ritual to make the magic item, or go and buy it ... which is perhaps about as time consuming as just taking a rest.

Thanks for mentioning this. Anyone know the name of this ritual?Mentioning rituals though ... there is a ritual (I forget where, I know it's not in the PHB) that allows you to trade daily powers for healing surges. Rituals in that fashion (a way to spend some money and time performing a ritual to transfer or transform resources).
This is exactly the kind of rule I've been looking for. (I hope)
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