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Should ENworld Posters Design a D&D?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9153277" data-attributes="member: 6790260"><p>Isn't this effectively how 4e surges work?</p><p></p><p>You get a base set of surges from class (defenders get more, squishy classes get less), and extra from your Con mod. Base HP is a static number plus your Con score (<em>not</em> modifier), you gain a fixed amount each level based on class (again, defenders and "beefy" classes, e.g. Barbarian, get more.) Surges can only increase by taking a once-only feat, or raising your Con mod.</p><p></p><p>In effect, HP become your "vitality" points, while Surges become your "wound" points. It is <em>exceedingly dangerous</em> to keep fighting in 4e once you run out of surges; the vast majority of healing depends on them, and your number of surges goes up very, very slowly. (As in, most characters will get at most exactly 1 more surge in their whole career, usually at the start of Epic tier when you get a second +1 to all stats, like what you get for starting Paragon tier.)</p><p></p><p>This split between HP and surges allows 4e to have very high combat <em>volatility,</em> where each character's status varies a ton from one round to the next, while actually having fairly low <em>lethality</em> unless the DM and players specifically wish it to be so (e.g. by attacking dying PCs so they fail more death saves.)</p><p></p><p>You would even use surges to power some rituals, items, or effects, though generally speaking only ones with pretty significant impact since costing a surge is a big deal (as noted, fighting when you are out of surges is <em>dangerous,</em> you're pushing past what your body can handle and death is a <em>very</em> real possibility.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9153277, member: 6790260"] Isn't this effectively how 4e surges work? You get a base set of surges from class (defenders get more, squishy classes get less), and extra from your Con mod. Base HP is a static number plus your Con score ([I]not[/I] modifier), you gain a fixed amount each level based on class (again, defenders and "beefy" classes, e.g. Barbarian, get more.) Surges can only increase by taking a once-only feat, or raising your Con mod. In effect, HP become your "vitality" points, while Surges become your "wound" points. It is [I]exceedingly dangerous[/I] to keep fighting in 4e once you run out of surges; the vast majority of healing depends on them, and your number of surges goes up very, very slowly. (As in, most characters will get at most exactly 1 more surge in their whole career, usually at the start of Epic tier when you get a second +1 to all stats, like what you get for starting Paragon tier.) This split between HP and surges allows 4e to have very high combat [I]volatility,[/I] where each character's status varies a ton from one round to the next, while actually having fairly low [I]lethality[/I] unless the DM and players specifically wish it to be so (e.g. by attacking dying PCs so they fail more death saves.) You would even use surges to power some rituals, items, or effects, though generally speaking only ones with pretty significant impact since costing a surge is a big deal (as noted, fighting when you are out of surges is [I]dangerous,[/I] you're pushing past what your body can handle and death is a [I]very[/I] real possibility.) [/QUOTE]
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