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What needs to be fixed in 5E?
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<blockquote data-quote="KarinsDad" data-source="post: 5703897" data-attributes="member: 2011"><p>Another one that just occurred to me.</p><p></p><p>Healing Surges.</p><p></p><p>Healing Surges bug the crap out of me.</p><p></p><p>I understand their utility, but the things that bug me about them include:</p><p></p><p>1) The number of times that the party defender gets the snot beat out of him in the first two encounters of the day, uses 5 surges up in each encounter, and then has 2 surges remaining while half of the party has used up 2 to 4 surges each and there's sometimes a guy in the back that hasn't used up any.</p><p></p><p>So, now we are back in the 15 minute day syndrome shy of being forced to have a ritual caster and Comrade's Succor in the group.</p><p></p><p>2) Having low hit points is often not half the threat that having a low number of healing surges is.</p><p></p><p>3) The fact that at low level, many players do not mind using a Second Wind and gaining back 25% of the PC's hit points because many leaders don't heal much more than that. But at Paragon levels, the leaders are often healing 50% and nobody wants to waste a surge and a standard action for a mere 25% gain.</p><p></p><p>4) The name is kind of dumb.</p><p></p><p>5) It bugs me that an unconscious PC out of healing surges cannot be healed.</p><p></p><p></p><p>If healing surges are kept as is in 5E, I would like there to be a recovery system. Maybe each PC gains back 2 healing surges per encounter. That way, the low surge Defender can hang back for two encounters and then come roaring back to the front ranks later on.</p><p></p><p>Or maybe leaders could get Wands of Healing Surge where they could store and restore healing surges.</p><p></p><p></p><p>Or better yet, remove Leader healing from Healing Surge use. If the PC does a Second Wind or uses a potion, then s/he uses a surge. But if a Leader heals the PC with a power, then no healing surge is expended. That way, the major drain on the healing surge number is removed (Leaders healing in or out of combat), but PCs still cannot quaff down 15 potions in a day. The number of healing surges could even be lowered in this case. And this type of solution would allow for more magical items that required a healing surge. If leaders could just heal PCs (limited to the number of heal powers they have), then players wouldn't mind too much using a surge for a magical item effect.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5703897, member: 2011"] Another one that just occurred to me. Healing Surges. Healing Surges bug the crap out of me. I understand their utility, but the things that bug me about them include: 1) The number of times that the party defender gets the snot beat out of him in the first two encounters of the day, uses 5 surges up in each encounter, and then has 2 surges remaining while half of the party has used up 2 to 4 surges each and there's sometimes a guy in the back that hasn't used up any. So, now we are back in the 15 minute day syndrome shy of being forced to have a ritual caster and Comrade's Succor in the group. 2) Having low hit points is often not half the threat that having a low number of healing surges is. 3) The fact that at low level, many players do not mind using a Second Wind and gaining back 25% of the PC's hit points because many leaders don't heal much more than that. But at Paragon levels, the leaders are often healing 50% and nobody wants to waste a surge and a standard action for a mere 25% gain. 4) The name is kind of dumb. 5) It bugs me that an unconscious PC out of healing surges cannot be healed. If healing surges are kept as is in 5E, I would like there to be a recovery system. Maybe each PC gains back 2 healing surges per encounter. That way, the low surge Defender can hang back for two encounters and then come roaring back to the front ranks later on. Or maybe leaders could get Wands of Healing Surge where they could store and restore healing surges. Or better yet, remove Leader healing from Healing Surge use. If the PC does a Second Wind or uses a potion, then s/he uses a surge. But if a Leader heals the PC with a power, then no healing surge is expended. That way, the major drain on the healing surge number is removed (Leaders healing in or out of combat), but PCs still cannot quaff down 15 potions in a day. The number of healing surges could even be lowered in this case. And this type of solution would allow for more magical items that required a healing surge. If leaders could just heal PCs (limited to the number of heal powers they have), then players wouldn't mind too much using a surge for a magical item effect. [/QUOTE]
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