What if healing surges

  • Thread starter Thread starter Sunseeker
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I would avoid basing it off con - it is already too important a stat for characters in any system in which hit points are related to con (in my games, con does not affect hit die rolls, but only starting HP, so it'd work there... but in RAW D&D, it's probably a bad idea to base further bennies upon a high con).

I'd base the ability off dex instead of charisma for what you want it to reflect - out of turn reactions to enemy attacks to reflect dodges and toughness, etc. Dexterity works because it suggests quick reflexes and co-ordination, which is necessary for warriors... and it's a stat most melee types will have a decent rating in. Not to mention that it helps rogues be a bit more slippery, which I think is a good thing for them.

That, or you could go the 4e route and basically say "pick the highest of these three stats; base your ability off that stat". Which is an idea I'm actually a pretty big fan of.

For what it's worth, if I were gonna do this, I'd stipulate they can only be spent outside of your turn, like interrupts or something, so that the player has an incentive to pay more attention outside of his turn. And it helps reflect your "reacting" bit, above.
 

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That, or you could go the 4e route and basically say "pick the highest of these three stats; base your ability off that stat". Which is an idea I'm actually a pretty big fan of.

Meh. That just further reinforces the dump stat methods in place. Chalk me up as not a fan of this approach.
 

Because resource management makes you move involved in the game.
That premise I really don't buy at all. I think many people would say that resource management is a distraction from the game. Besides those that play fighters because they like fighting, a lot of people play them because they don't want to pick spells and deal with spell slots. They just want to describe an action and roll a die without thinking about these kinds of things.

All casters manage resources through daily spell alotments.
Well, almost all. The 3.5 warlock was a big hit precisely because it didn't. It turns out there are caster players who don't like daily resources. It's also a boon for DMs. And a lot of the 4e supporters are very attached to the idea that there are at least some spells that don't run out. But it is true that resource management has classically been associated with magical characters in D&D.

Melee however, really don't have any resources to manage. Aside from caster-hybird melee such as paladins, battle-clerics and the like, most melee classes just hit and get hit. In my experience, this can often lead to rather dull combat. Sure, hitting, hitting a lot, hitting hard is fun, but when your only real action in combat is "roll a d20, deal damage" it can get dry real fast.
Some people appreciate that degree of simplicity. D&D can be a very complicated and involved game.

It's also worth noting that hit points can be seen as such a resource, as can some magic items, and action points.

Then again, this gets back to my original point. What if you could either dodge, block, or take one attack of opportunity per round (as in Trailblazer)? There's a resource to manage on a round-by-round basis with significant tactical implications. The action economy is really what the combat rules are built around anyway; other resource management systems are kind of tacked on. Of course, some kind of effective combat maneuver system also breaks up the monotony and gives more tactical players a venue for engagement.
 


I hope we see some form of limited currency like Action Points in 5E. My favorite so far has been Trailblazer's use of them.


Also, what if Spiderman got too fat to swing on his webs?

dcspiderman-500.jpg
 



Don't really think that equates with managing encounter and dailies.

Refilling your daggers poison reservoir without poisoning yourself takes most of the short rest. And hand grenade manufacturing. Oh boy! :p :devil:

But on topic, I play a game where healing surges don't heal. They either give you +5 to all defense, +X Temp HP, resist X as an immediate interrupt (X is your surge value). It reverts the game edition when only potions and healing powers actually heal and characters stay "hurt" all day.

It is also more dramatic and sillier than base 4E.
 

Refilling your daggers poison reservoir without poisoning yourself takes most of the short rest. And hand grenade manufacturing. Oh boy! :p :devil:

Definitely no where in the same zone in my opinion. Dailies and encounters are finite. I can make as many poison daggers (assuming i even want them in combat) as I like prior to setting out. For the most part, fighter has a sword and rogue has a dagger. They may have to worry about arrows but even then you are usualy set for at least twenty (and they can always be retrieved). Being prepared to go into battle with the tools you feel you need is different from managing your per encounter powers or your daily abilities.
 


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