D&D 4E total 4e noob needs some advice about healing

agassparkle

First Post
Hello everyone,

I am thinking of starting 4e. Been playing since 2nd edition.
But this feels like totaly new game style.

I am kinda confused about healing in this system.
Everyone has healing surges that shows how many times you can be healed in a day ?

Everyone can use second wind ?

You heal through power that are activating healing surges ?

Thanks alot in advance
 

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Every player has a certain number of healing surges per day. When a player spends a healing surge, they recover an amount of HP equal to their surge value (usually a quarter of their max HP). Most healing powers require the player being healed to spend a healing surge, but some do not. For example, a paladin can spend his or her own healing surges to heal other people. Everybody can use second wind once per encounter. When you use second wind, you spend a healing surge and gain +2 to all defenses until the start of your next turn.
 

Okay I'll try to keep this pretty simple:


  1. Everyone gets 1 healing surge per combat, which is called "second wind."
  2. If you are healed it usually uses a healing surge + modifier (i.e. cleric rolls a d6 added to your healing surge value)
  3. Some powers allow you to recover healing surges, some races/classes gain more to use during combat or throughout the day.
  4. You can use as many as you like out of combat up to your maximum number per day, then you need an extended 8 hour rest to recover your full amount of healing surges again.
  5. Potions use healing surges instead of giving you a set number of hit points back.
I think I covered most of the basics.

Look here: Healing surge - Dungeons & Dragons 4.0 Wiki - a Wikia Gaming wiki for more information.
 

Most healing effects in the game require your character to spend a healing surge. You cannot spend a healing surge unless a rule allows you to.

When you spend a surge, unless stated otherwise, you gain your surge value back in hit points. This is usually 1/4 of your total.

A few effects, generally regeneration and a few cleric utility powers, let you heal without spending a surge. Of course, powers that give you temporary hit points are sort of like pre-emptive healing.

All leader classes have a healing ability, which they can use twice per encounter at 1st-level, and three times at much higher level. These are always minor actions, giving the leader a chance to do something for themself, too. The cleric, for instance, has Healing Word, and warlords have Inspiring Word. This lets a PC spend a healing surge, and adds d6 hp to it. (Clerics also have Healer's Lore, a class ability that lets them add their Wisdom bonus to the healing.) A cleric can easily make a healing surge twice as potent, and other leader classes have similar though lesser bonuses.

The cleric's healing strike power, if it hits, lets an ally spend a healing surge.

Healing potions let you spend a healing surge, but give you a set amount of hit points rather than your healing surge value. Basic healing potions give back 10 hp. Generally that's not efficient healing, but it does let you heal as a minor action, and you can stock up on potions if need be, useful for a heated combat when the cleric has run out of Healing Words.

If you run out of healing surges, things get hairy. There's two quick ways of still using your healing surge value.

First, paladins have Lay on Hands, which they can use 1/day per point of Wisdom bonus. This lets the paladin spend their surge to heal another character. It's not as efficient as Healing Word, but paladins get lots of surges so can often afford to spend one or two.

In addition, the cleric has powers like Cure Light Wounds, which let a PC regain hit points equal to their healing surge value without using a surge. Of course, it's a standard action, but if you're out of Healing Words or, worse, surges, and need healing right now, it's useful.

During a short rest, a PC can spend as many surges as they want. It's a little risky, but if you've got a leader, they should be distributing their healing powers at this time. (Yes, you can use encounter powers out of combat, you just need to take a short 5 minute rest to get them back.)

When a PC takes an extended rest, they gain all their surges back. (Unless they've been cursed or something.)

All PCs can use an encounter power, called Second Wind, which lets you spend a healing surge as a standard action and gives a minor defensive bonus. Dwarves get to use Second Wind as a minor action.

Needless to say, Healing Word is a lot better than using a Second Wind. The latter is a last-ditch move of sorts.
 
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Thanks a lot for the explanings :) You guys are great.

There is still something i want to understand. 2 PC Fighter class charaters are fighting at lvl 1 they both can use one time second wind in combat. and use as many as healing surges they want out of combat ?

So in other ways to ask it. In combat you need a certain power to trigger your healing serge ?

I am asking this because when i read the PH for the first time i though all characters can use healing surges in combar or out:) just rying to be clear.
 

In combat, you can only spend healing surges if you Second Wind (1/combat) or have someone use a power that allows you to (e.g. Cleric's Healing Word).

After combat, during a Short (5 minute) Rest, you can spend as many healing surges as you like.

Cheers!
 


Thanks a lot for the explanings :) You guys are great.

There is still something i want to understand. 2 PC Fighter class charaters are fighting at lvl 1 they both can use one time second wind in combat. and use as many as healing surges they want out of combat ?

So in other ways to ask it. In combat you need a certain power to trigger your healing serge ?

I am asking this because when i read the PH for the first time i though all characters can use healing surges in combar or out:) just rying to be clear.

Like what Merric B. said.

Both of those fighters could use their one time Second Wind, and could get healing from powers and items (eg Healing Word, Potion of Healing) that trigger the use of healing surges.

Out of combat, you can just spend healing surges. (I believe that, technically, you are using Second Wind out of combat, but in practice you can just spam it.)

Also note, an unconscious PC's Second Wind can be triggered for them with an easy Heal check. For when you have no healing powers, and didn't use Second Wind fast enough :)

If you are reduced to 0 hp or below, you must be reduced to minus your bloodied value before death. If you are healed, you are immediately brought to 0 hp, and then healing is applied. So you bounce back fast.

When below 0 hp, you have to make death saves. If you fail three in an encounter, you die.
 

I believe you have it.

To better understand, look at Short Rests. It isn't that "Out of combat, PCs can spend however many surges they want." Instead, it is "When taking a Short Rest, a PC recovers encounter powers and can spend as many healing surges as they want."
 

If you are reduced to 0 hp or below, you must be reduced to minus your bloodied value before death. If you are healed, you are immediately brought to 0 hp, and then healing is applied. So you bounce back fast.

A point to stress here:

If you are say at -5hps or -10 hps and someone heals you for +20 hps, you start at 0 hps, not the -5hps or -10hps, so you would be at 20 hit points not 10 or 15. Healing always starts from 0 no matter how far down you are (as long as you haven't died yet). PSI has it right, but I think it needed to really be understood how it works that's why I give the example.
 

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