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Reforms so you don't need healing surges
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<blockquote data-quote="ferratus" data-source="post: 5796904" data-attributes="member: 55966"><p>I don't think that there is much point debating whether there should be healing surges or not. They are either in or they are out, and given the strong backlash against them, they are probably out.</p><p></p><p>I like healing surges a lot for smoothing out pacing, but I understand why some people wouldn't like them. It certainly never broke my suspension of disbelief, because there is already stuff which is very gamist about how combat works. But it is a very gamist solution to D&D's already gamist way of tracking injuries.</p><p></p><p>If people don't like healing surges or other ways of healing, then we have to consider how they can game at the same table with people who like how well healing surges work keeping the game going.</p><p></p><p>So I'd suggest these reforms to how healing and taking damage works, and I would suggest others to chime in as to what they'd like to see, or what they already do, aside from healing surges and carrying around wands of cure light wounds. </p><p></p><p>1) <strong>Rituals to heal the wounded overnight.</strong> For those times when you just can't wait a few weeks to heal up. A cleric's healing mass, a bard's song of renewal, a druid's womb of earth, a monk's meditative circle, whatever. Put a cost on it to make it a sacrifice for low level characters (so that they will still choose to take a couple weeks to heal up instead of spending the gold) but an expected expense for high level characters (on par with buying healing potions).</p><p></p><p>2) <strong>Healing potions and spells which actually heal you. </strong> Does anybody like tracking the minutae of healing? I don't know about the rest of you, but I'd rather take the actions that it actually takes to drink a healing potion, and be healed to full hp rather than use a minor action to do 2-10 hp in the middle of combat. </p><p></p><p>Plus, having potions that actually heal you (or a % of total hp) would solve the "cure light wounds heals a 1st level PC to full" dissonance problem. If a cure light wounds potion heals 25% of your hp, then it actually would be a potion of cure light wounds. But my personal preference would be for potions to heal you so that after a battle you can drink one and be restored to full hp and get ready for the next encounter. I would also rather have clerics heal you completely, so you know it is worth giving up your attack or spell action for.</p><p></p><p>3) <strong>Embrace the 15 minute adventuring day in low level adventures and have guidelines on how to structure adventures around it.</strong> If we can't clear out a dungeon in one go at low levels, at least let DM's know how many encounters players can generally handle in a day so they can structure their adventure accordingly. </p><p></p><p>For example, B2 and B4 are both adventures that can handle the 15 minute adventuring day fairly well. These "dungeons" are divided up into factions in discrete locations (that feud with each other), with a safe area for PC's to retreat to. Therefore you can sally forth, raid, and retreat without having to rewrite all the encounters of the dungeon complex to maintain realism. </p><p></p><p>The Moat Keep, The Temple of Elemental Evil, and Maure Castle are examples of places that don't handle the 15 min. adventuring day very well without a lot of DM work to explain how the complex reacts to the PC's repeated forays. Most of the time, DM's just handwave away that there is any change in the dungeon inhabitants behavior (essentially putting them in stasis while the PC's rest) so they don't have to redo their prep. However, some good guidelines on how to plan adventures could turn this weakness into a strength. It simply shows that low level characters aren't superhuman enough (or haven't gained enough magic) to recover from a lot of combat.</p><p></p><p>I imagine that those who say they haven't noticed the 15 min. adventuring day already plan their adventures consciously/unconsciously around this. I suppose they are lying to themselves, but I'm going to assume they just plan their adventures to have logical breaks in the action to recover.</p><p></p><p>4) <strong>More options for resolving and avoiding conflict without violence.</strong> There wouldn't be a need for so much healing if there weren't so many fights. Sure you can roleplay it out, but generally the system (not matter what the edition) punishes you for choosing options other than killing people and stealing their stuff.</p><p></p><p>If I had my way, I would give XP out according to situations or threats being resolved, rather than monsters/NPC's being murdered. XP for treasure accumulated would be a good start, but we can do so much more than that. </p><p></p><p>Ranger disguises your camp so you avoid a random encounter? XP equal to threat averted. Party resolves the outlawry that segregates the bandits from returning to their homes and farms? XP equal to the bandits that they otherwise would have all slaughtered.</p><p></p><p>Sure you can do this with "story award" XP, or "roleplaying XP" but generally there were no hard and fast rules for getting XP for neutralizing threats, and if you chose a non-violent route it was usually a paltry XP amount compared to killing everything, and it took just as much (if not more) effort and time. While I don't want to punish people for taking the violent route, or make non-violence a better way to resolve conflict, I don't see the system penalize it as much as it alreay does.</p></blockquote><p></p>
[QUOTE="ferratus, post: 5796904, member: 55966"] I don't think that there is much point debating whether there should be healing surges or not. They are either in or they are out, and given the strong backlash against them, they are probably out. I like healing surges a lot for smoothing out pacing, but I understand why some people wouldn't like them. It certainly never broke my suspension of disbelief, because there is already stuff which is very gamist about how combat works. But it is a very gamist solution to D&D's already gamist way of tracking injuries. If people don't like healing surges or other ways of healing, then we have to consider how they can game at the same table with people who like how well healing surges work keeping the game going. So I'd suggest these reforms to how healing and taking damage works, and I would suggest others to chime in as to what they'd like to see, or what they already do, aside from healing surges and carrying around wands of cure light wounds. 1) [B]Rituals to heal the wounded overnight.[/B] For those times when you just can't wait a few weeks to heal up. A cleric's healing mass, a bard's song of renewal, a druid's womb of earth, a monk's meditative circle, whatever. Put a cost on it to make it a sacrifice for low level characters (so that they will still choose to take a couple weeks to heal up instead of spending the gold) but an expected expense for high level characters (on par with buying healing potions). 2) [B]Healing potions and spells which actually heal you. [/B] Does anybody like tracking the minutae of healing? I don't know about the rest of you, but I'd rather take the actions that it actually takes to drink a healing potion, and be healed to full hp rather than use a minor action to do 2-10 hp in the middle of combat. Plus, having potions that actually heal you (or a % of total hp) would solve the "cure light wounds heals a 1st level PC to full" dissonance problem. If a cure light wounds potion heals 25% of your hp, then it actually would be a potion of cure light wounds. But my personal preference would be for potions to heal you so that after a battle you can drink one and be restored to full hp and get ready for the next encounter. I would also rather have clerics heal you completely, so you know it is worth giving up your attack or spell action for. 3) [B]Embrace the 15 minute adventuring day in low level adventures and have guidelines on how to structure adventures around it.[/B] If we can't clear out a dungeon in one go at low levels, at least let DM's know how many encounters players can generally handle in a day so they can structure their adventure accordingly. For example, B2 and B4 are both adventures that can handle the 15 minute adventuring day fairly well. These "dungeons" are divided up into factions in discrete locations (that feud with each other), with a safe area for PC's to retreat to. Therefore you can sally forth, raid, and retreat without having to rewrite all the encounters of the dungeon complex to maintain realism. The Moat Keep, The Temple of Elemental Evil, and Maure Castle are examples of places that don't handle the 15 min. adventuring day very well without a lot of DM work to explain how the complex reacts to the PC's repeated forays. Most of the time, DM's just handwave away that there is any change in the dungeon inhabitants behavior (essentially putting them in stasis while the PC's rest) so they don't have to redo their prep. However, some good guidelines on how to plan adventures could turn this weakness into a strength. It simply shows that low level characters aren't superhuman enough (or haven't gained enough magic) to recover from a lot of combat. I imagine that those who say they haven't noticed the 15 min. adventuring day already plan their adventures consciously/unconsciously around this. I suppose they are lying to themselves, but I'm going to assume they just plan their adventures to have logical breaks in the action to recover. 4) [B]More options for resolving and avoiding conflict without violence.[/B] There wouldn't be a need for so much healing if there weren't so many fights. Sure you can roleplay it out, but generally the system (not matter what the edition) punishes you for choosing options other than killing people and stealing their stuff. If I had my way, I would give XP out according to situations or threats being resolved, rather than monsters/NPC's being murdered. XP for treasure accumulated would be a good start, but we can do so much more than that. Ranger disguises your camp so you avoid a random encounter? XP equal to threat averted. Party resolves the outlawry that segregates the bandits from returning to their homes and farms? XP equal to the bandits that they otherwise would have all slaughtered. Sure you can do this with "story award" XP, or "roleplaying XP" but generally there were no hard and fast rules for getting XP for neutralizing threats, and if you chose a non-violent route it was usually a paltry XP amount compared to killing everything, and it took just as much (if not more) effort and time. While I don't want to punish people for taking the violent route, or make non-violence a better way to resolve conflict, I don't see the system penalize it as much as it alreay does. [/QUOTE]
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