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What are your problems with Healing/Dying mechanics in 4E
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<blockquote data-quote="Markn" data-source="post: 5049757" data-attributes="member: 21827"><p>I have several issues - and to be honest - healing surges is one of the worst things in 4e. While I like the concept, its implementation IMO is terrible.</p><p></p><p>1) There is a big discrepency in available healing between a 1 leader party and a 2 leader party (or more). In a 2 leader party, healing is effectively unlimited and the party is never really threatened unless you ramp up encounter difficulties (which then leades to other issues like long combats) and tactically sound parties requires a much higher challenge than the book suggests, IME.</p><p></p><p>2) I don't like the set healing surges for a day mechanic. It seems somewhat artificial (relatively speaking of course). It makes the first few encounters nothing but a resource usage sort of thing, and possibly the last fight of the day, a bit of concern for PC lives - but even then, not really.</p><p></p><p>3) I also find it tough to accept a PC being unconscious and totally at full within a round. It happened in 3e but there was a measuring stick a DM could use for that - the heal spell. No heal, no full HPs. Now it happens every combat. Whats kind of funny is, 4e has taken away the "gotcha" that players experienced in previous editions and has kind of put it on the DM now. </p><p></p><p>I would strongly prefere a mechanic where PCs had a set number of surges per encounter as oppossed to per day. Its much easier for PCs and DMs to determine the point that retreat is necessary.</p></blockquote><p></p>
[QUOTE="Markn, post: 5049757, member: 21827"] I have several issues - and to be honest - healing surges is one of the worst things in 4e. While I like the concept, its implementation IMO is terrible. 1) There is a big discrepency in available healing between a 1 leader party and a 2 leader party (or more). In a 2 leader party, healing is effectively unlimited and the party is never really threatened unless you ramp up encounter difficulties (which then leades to other issues like long combats) and tactically sound parties requires a much higher challenge than the book suggests, IME. 2) I don't like the set healing surges for a day mechanic. It seems somewhat artificial (relatively speaking of course). It makes the first few encounters nothing but a resource usage sort of thing, and possibly the last fight of the day, a bit of concern for PC lives - but even then, not really. 3) I also find it tough to accept a PC being unconscious and totally at full within a round. It happened in 3e but there was a measuring stick a DM could use for that - the heal spell. No heal, no full HPs. Now it happens every combat. Whats kind of funny is, 4e has taken away the "gotcha" that players experienced in previous editions and has kind of put it on the DM now. I would strongly prefere a mechanic where PCs had a set number of surges per encounter as oppossed to per day. Its much easier for PCs and DMs to determine the point that retreat is necessary. [/QUOTE]
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What are your problems with Healing/Dying mechanics in 4E
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