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General Tabletop Discussion
*Pathfinder & Starfinder
Refreshing Surges Con Mod per day instead of all
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<blockquote data-quote="Stalker0" data-source="post: 5036990" data-attributes="member: 5889"><p>I think this is actually more complicated the other options I've seen. I'm much more in favor in a static number of surges recovered per rest...dependent on role if need be.</p><p></p><p>While my friend is unlikely to change his house rule as we've already started the game, I think there are a lot of good ideas here. I will still disagree with many people though that the defenders are the ones that are hurt the most by this rule. In my experience with a party from 7-16th level...its not the defender who gets close to running out of surges, its the strikers.</p><p></p><p>Even so, tying surge recovery by class seems pretty straightforward, and takes out a lot of the concerns people here have stated. Also adding in the con mod to inn rest can allow the con mod to stay play a factor...but a far smaller one for typical adventuring groups.</p><p></p><p></p><p></p><p>Here's what I'm thinking overall:</p><p></p><p>1) All classes recover 2 surges per extended rest (change this number to the grittiness of your game, this closely approximates what my group has now).</p><p>2) Defenders receive +1 surge recovered.</p><p>3) Resting in an inn recovers additional surges equal to your con mod (minimum +0).</p><p>4) The durable feat also adds +1 surge recovered (so 2 healing surges, +1 surge recovery....starts making that feat pretty attractive).</p><p></p><p>Alternative Option: Defenders lose +2 surges and +1 surge recovered...gain the durable feat for free. This gives them the same power, but they can't push it even farther with feats if that is to your liking.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 5036990, member: 5889"] I think this is actually more complicated the other options I've seen. I'm much more in favor in a static number of surges recovered per rest...dependent on role if need be. While my friend is unlikely to change his house rule as we've already started the game, I think there are a lot of good ideas here. I will still disagree with many people though that the defenders are the ones that are hurt the most by this rule. In my experience with a party from 7-16th level...its not the defender who gets close to running out of surges, its the strikers. Even so, tying surge recovery by class seems pretty straightforward, and takes out a lot of the concerns people here have stated. Also adding in the con mod to inn rest can allow the con mod to stay play a factor...but a far smaller one for typical adventuring groups. Here's what I'm thinking overall: 1) All classes recover 2 surges per extended rest (change this number to the grittiness of your game, this closely approximates what my group has now). 2) Defenders receive +1 surge recovered. 3) Resting in an inn recovers additional surges equal to your con mod (minimum +0). 4) The durable feat also adds +1 surge recovered (so 2 healing surges, +1 surge recovery....starts making that feat pretty attractive). Alternative Option: Defenders lose +2 surges and +1 surge recovered...gain the durable feat for free. This gives them the same power, but they can't push it even farther with feats if that is to your liking. [/QUOTE]
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Refreshing Surges Con Mod per day instead of all
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