Mustrum_Ridcully said:
In the end, this was probably a design goal. Without daily powers and healing surges, people might never need to rest, and you'd advance 2 levels without ever leaving the dungeon, most likely in less than a single day. This is a bit much...
I guess it is designed this way on purpose, but I find it... strange. What I'm really missing are the guidelines.
How many encounters will wear out a party? I didn't see any guidance on this in the DMG - did I miss it? I am disappointed that the system doesn't seem to take this into account, yet it is vital to designing how much opponents to put in the dungeon (you intend to to be a day's challenge) or so on.
In time I'm sure I could develop an intuition. But being new to the system, guidelines would have been useful.
Let me put it like this:
Why should healing surges be limited per day?
Advancement rate isn't the problem. Now, with limited surges per day, you can still advance at a phenomenal rate. The DM needs to parcel out the amount of encounters required to level over several days, perhaps three days or so. If that's how you want to play it, you can easily delve into the dungeon and come out a few days later a level higher, or take a longer excursion and come back several levels higher. Due to the nature of the game you often get resting points in the dungeon, so this is effectively what happens. The end result is that the advancement is limited by the dungeon's content and design, and you end up leveling by finishing it rather quickly. The only difference unlimited healing surges per day would make is that they would allow
slightly faster clean-up and exploration - a single day instead of several.
I don't like the artificial stops limited surges force on the party/plot. Yes, this can be anticipated by a good DM - but that just means designing everything so that the patry would not be depleted before a natural stoping point. You might as well have the natural stopping point without the daily limit; restricting it via daily limitations isn't productive.
I don't like that a party depleted of its surges will find an encounter overwhelming, whereas one with it will sail through it with only a few surges expanded - it makes it harder to design encounters.
I do like that daily limitations make for strategic decisions ("Do I use it now, or hold up?") and that the party is worn-out slowly so it can't take on an infinite amount of opponents. But I don't think setting a strict limit is a good way to do it.
Suggested House Rules:
Automatic Healing: A short rest automatically heals you to Bloodied level (leaving you Bloodied, but barely so); this can be improved further through the use of regular healing.
Warrior Spirit: You may use an action point to gain another
Second Wind. This use does not count towards the limit of one action point use per encounter. If you have no healing surges left the Seconc Wind still works, but may not raise you beyond Bloodied.
Automatic healing means that a character is always at least Bloodied (1/2 hp and weary from all the day's combat) if he had had even a few minutes to rest between encounters. In combination with Warrior Spirit, it means the character can heal itself in battle to some degree, especially due to milestones - remaining wounded and weary, but difficult to bring down.
These do not bring the characters to their full potential at every single encounter, so characters would be wise to consider long-term strategy. They simulate weariness due to the day's ordeal. They do, however, allow the characters to function at a significant portion of their ability for an unlimited number of encounters - limited only by the locale and circumstances, not by artificial per-day mechanics.