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The "real" reason the game has changed.
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<blockquote data-quote="pemerton" data-source="post: 5431729" data-attributes="member: 42582"><p>The number of surges a PC has is a rough guide to the maximum number of hit points that PC can loose in a day. It is only a rough guide because there are a range of mechanics that permit healing in addition to, or in stead of, surge expenditure (eg the bonus to Inspiring/Healing Word, a paladin's Lay on Hands etc).</p><p></p><p>The number of surges is an even roughter guide to the actual number of hp a PC can lose in a day - because a PC who loses current hp, plus half max hp, is dead regardless of surges remaining. Likewise, a PC who failes 3 death saves is dead, regardless of surges remaining.</p><p></p><p>Like I said upthread, the function of surges is to introduce a dynamic into combat whereby PCs can be on the ropes in a given combat, yet still win, and be in a position to fight more combats in which they also will find themselves on the ropes. This, in turn, introduces further tactical dynamics into each combat, because when the PCs are on the ropes the tactical options are much richer than simply "hit harder" (because of the movement rules, the action economy, etc).</p><p></p><p>The least interesting aspect of healing surges is that they all come back after an extended rest. If you changed this in your game - and you've just posted that you like to houserule D&D - perhaps to 1 HS recovered per rest - it would have almost no impact on the way 4e combats play out. It would have an effect on adventure pacing, but presumably this an effect you and your players would be wanting to experience, if you adopted such a rule.</p><p></p><p>I believe that LostSoul is using a rule something like the above in his 4e sandbox.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5431729, member: 42582"] The number of surges a PC has is a rough guide to the maximum number of hit points that PC can loose in a day. It is only a rough guide because there are a range of mechanics that permit healing in addition to, or in stead of, surge expenditure (eg the bonus to Inspiring/Healing Word, a paladin's Lay on Hands etc). The number of surges is an even roughter guide to the actual number of hp a PC can lose in a day - because a PC who loses current hp, plus half max hp, is dead regardless of surges remaining. Likewise, a PC who failes 3 death saves is dead, regardless of surges remaining. Like I said upthread, the function of surges is to introduce a dynamic into combat whereby PCs can be on the ropes in a given combat, yet still win, and be in a position to fight more combats in which they also will find themselves on the ropes. This, in turn, introduces further tactical dynamics into each combat, because when the PCs are on the ropes the tactical options are much richer than simply "hit harder" (because of the movement rules, the action economy, etc). The least interesting aspect of healing surges is that they all come back after an extended rest. If you changed this in your game - and you've just posted that you like to houserule D&D - perhaps to 1 HS recovered per rest - it would have almost no impact on the way 4e combats play out. It would have an effect on adventure pacing, but presumably this an effect you and your players would be wanting to experience, if you adopted such a rule. I believe that LostSoul is using a rule something like the above in his 4e sandbox. [/QUOTE]
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