No, actually please do, if you would. I suspect most would like to hear your elaboration.
Not too much to say; I set the recovery of HS to 1 per day, provided that you take no other actions.
Which is kind of lame on its own.
I "added" a whole other set of actions that PCs can take - from gaining GP, XP, building structures, raising their reputation in town (thus lowering the complexity of social skill challenges), levelling up, making magic items or tech, etc. - and made a big (the main) portion of the cost of such actions time.
Then I made explicit rules about how many NPC factions exist on the sandbox map, their goals, how many resources they have to expend, and how often they can "level up" (and how - so players can make choices about that); as well as how towns react to the PCs who have been hanging around based on what they've been up to.
I've tied some PC-class actions to specific behaviours - clerics perform liturgies, which people like; wizards study, which freaks people out - to how the town reacts to the PCs.
I have yet to stress-test it. I planned on doing that but we got caught up in the PCs and what they were up to. That was helpful, though, I adjusted how XP is gained.
[sblock]We're playing out a situation where - well, it's complicated. The warlock Tiefling PC had, as her goal, to figure out what happened to the nearby ruined, radiation-infested Bael Turothian city. She had a feeling that the nearby forest, which she knew was under some kind of magical spell, might have some idea.
(The forest was a strict source of adversity, based on the hexmap-creation rules: "The forest has an ill will. It resents the easy languages of man and their ability to share secrets." In play we determined that the wizard who built the town - a thousand years ago, his concrete structures still stand above his dungeon - must have done something to grant the forest sentience. He created manticores through gene-splicing, after all!)
Anyway. The warlock rounded up three people from town - an old man, a child, and a grown man - and gave them to the spirits of the forest in exchange for knowledge. (They were some kind of vine horror.) They told her that they had an ancient memory of the nearby city being destroyed by a dragon and "hot air" - which the PC knew was radiation. (So we found out through play that green dragon breath dealt radiation damage. Which another PC is using her time resource to make an antidote against.)
During that night, the warlock wanted to free the dryad that one of the merchants in town was using as a supply of drugs for her tavern. The merchant didn't know how to process the reagents, but her faithful barber surgeon did; the PC killed him. The PC tried to use one of her warlock powers to teleport the dryad's tree away, but it failed (thanks to DM judgement).
So. The next day the people are freaked out about what happened, especially the merchant. She's gathering people in the middle of town as a posse to root out the truth - she wants revenge on whoever killed her source of easy drug money.
In comes the PC. She hates the merchant (she doesn't like many NPCs!), so she wants to frame her for the murders. Skill challenge goes out; it's reasonably close, though the PC has the ability to tell bald-faced lies, so she pretty easily succeeds. The kicker, though, is that the skill challenge is about how to figure out who was responsible. It ends up in the totally insane situation where a "trial by combat" is going to figure it out, but the
victor is going to be the guilty party. (The people were pretty jazzed up when they heard about it, but after a few hours realized it was strange. Then again, most people just wanted to see blood.)
(That's one thing I like about social skill challenges. We never get results that anyone would have expected, but they always feel "right" - probably more right than those that would come up from a "DM decides" system. NPCs get convinced to do irrational things all the the time - which makes perfect sense to me, since people are irrational. Such was the case here, and most NPCs commented on how strange it was.)
The warlock then goes around to some of the important - powerful - NPCs in town. One's a cleric of Lolth, and she can get people to believe her lies (if she "kills" them with her radiant damage). Another was a cultist of Tharizdun who could drive madness into people. Together they worked out a situation where they could frame the merchant.
Oh yeah, the warlock communed with her patron - Baalzebul, Lord of Lies and Flies - and asked for an additional power. She got an at-will power, as potent as a magic item based on the challenge she faced, that would allow her to force people to see all the lies they've told and be driven insane by them (psychic damage). She had to do some creepy stuff to commune - the creepiness aided by the fact that I googled a picture of her victim (she had to force-feed her flies that got caught on a fly-strip tainted by a liar's blood). That was a skill challenge against Baalzebul himself, and the PC had to comply with his demands in order to rack up the successes.
The fights have been fun to go through. Pretty crazy, since the merchant is a minion, and the three ladies are trying to keep her alive through fell magics.[/sblock]
I agree with you on the point above. Healing Surges are exactly that; "limited resources encouraging thoughtfulness, preparation, and teamwork." We had this conversation in another thread; about Healing Surges being a pressure point in different games/playstyles.
One thing about 4E that I don't see too much discussion about is how to leverage healing surges towards interesting decisions - mmm, probably not surges themselves, but extended rests.