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5 years ago  ::  Mar 04, 2008 - 3:09PM #11
Ztyx
Date Joined: Jan 23, 2004
Posts: 387
Easily fixed by houseruling it to some limit, but in a way full healing is the "easiest" and "fairest" way to rule it, but giving back 25% of max (or one healing surge if at max) is a way to make downtime last longer, if you want people to still pull out of dungeons for some R&R when they are halfway through.
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5 years ago  ::  Mar 04, 2008 - 4:40PM #12
Aximili
Date Joined: Oct 30, 2006
Posts: 215

Ztyx wrote:

Easily fixed by houseruling it to some limit, but in a way full healing is the "easiest" and "fairest" way to rule it, but giving back 25% of max (or one healing surge if at max) is a way to make downtime last longer, if you want people to still pull out of dungeons for some R&R when they are halfway through.


The rule of fully healing when you rest for 6 hours just comes from the fact that the players will have enough healing surges to do that 2 to 4 times. Meaning that the downtime would never be longer than a day anyway, you'd just have to go through one day with 3 fewer HS.

The extended rest rule simplifies that by just letting you do it without HS.

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5 years ago  ::  Mar 04, 2008 - 8:26PM #13
Nom
Date Joined: Jan 15, 2004
Posts: 2,096

Horatio Hornblower wrote:

Healing surges are a great idea, heroic adventurers and all that, but I do have a problem with being totally healed after resting six hours.


In 3.x, from level 3-4 onward characters would be totally healed after each encounter that's to a little item called the wand of cure light wounds. 4th Ed just removes the wand.

This makes more sense if you envision hp loss as luck, fatigue, injury and a bunch of other factors rather than just raw physical health.

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5 years ago  ::  Mar 05, 2008 - 4:04AM #14
TempestBlade24
Date Joined: Aug 19, 2007
Posts: 73
I think Healing Surges are a great mechanic. I'm soon to DM a 7 player 6th level characters, Dungeon Crawl. The DC will take place over a single day, and I do not want the players to rest at all. This has resulted in a lot of "Wands of Cure Light Wounds." Which is fine. But I would rather they had a mechanic like "Healing Surges" automatically so that the players did not have to spend so much of their gold on wands.

I think that fluff wise the Healing Surge will just require some caution on the role of the DM when describing wounds. Though this is the same principle as in a film. Watch LOTR when Aragorn fights, particular Fellowship, Amon Hen. You can almost see the Healing Surges, and the Second Wind is particularly clear during the final fight with Lurtz

Most elaborate action-film fight sequences (not involving guns) cause us to suspend our disbelief. Imagine if Bruce Lee in Enter the Dragon hadn't had Healing Surges? Would have been very embarassing if after each fight he'd have had to sleep for 8 hours

Some people don't enjoy this style of unrealistic combat, and that's fine. But personally the reason I play D&D isn't for the Cyberpunk "You're shot, you're screwed" element. I enjoy heroics, and its not easy to be heroic if you either have to sleep repeatedly or turn the Cleric into a Cure Light Wounds pez dispenser.

I mainly DM and I am greatly looking forward to being able to plan multiple encounters for the same day, without checking that the players have enough wands or potions in order to not die after the second combat.
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5 years ago  ::  Mar 05, 2008 - 5:34AM #15
Motoru
Date Joined: Oct 20, 2007
Posts: 66
The best example of a healing surge I can think of is probably from The Princess Bride. When Inigo Montoya goes after Count Rugen. Inigo takes a dagger to the stomach and slumps against a wall. He does his healing surge, takes a sword thrust to both shoulders and manages to win the fight. His wounds didn't magically heal from the surge, he simply fought through the pain. At the end of the fight he's still very bloody able to soldier on.

- Hello. My name is Inigo Montoya. You killed my father. Prepare to die.
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5 years ago  ::  Mar 05, 2008 - 5:45AM #16
Smerg
Date Joined: Aug 25, 2007
Posts: 836
I wonder if the developers have a rule for what happens to things like 'healing surge' and daily power recovery, if players are disturbed part way through their '6 hour rest'?


I mean, attacks in the 'middle' of the night are a common event in DnD and it would be interesting on how this would be reflected for a group that had waited till they were 'sucking on fumes' to rest and given an encounter when they 'rested for the day'.


Without some sort of rule or guideline for this situation then you could have plenty of arguements on to 'how rested' for hit points, healing surges, daily powers, and other things that players had.

On the other hand, I would not want the 'if you rest for a day then you have everything back if you are disturbed part way through your rest'. That type of ruling is begging for players to abuse as they declare a 'rest for the day' next to something that will be bound to disturb them a few minutes later.
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5 years ago  ::  Mar 05, 2008 - 8:10AM #17
TempestBlade24
Date Joined: Aug 19, 2007
Posts: 73
"I wonder if the developers have a rule for what happens to things like 'healing surge' and daily power recovery, if players are disturbed part way through their '6 hour rest'?"


With something such as that you could go as detailed as possible, breaking it down into hourly sections.


Personally as a DM if I were intending the players to be attacked in the middle of the night I would give the players half healing, their encounter powers back, but no daily powers.


If the players were in the most obvious attacking spot, then I would just treat it as a 5 minute rest except they'd be in the poor position of being unarmoured, in their bedrolls etc :P
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5 years ago  ::  Mar 05, 2008 - 10:15AM #18
Ztyx
Date Joined: Jan 23, 2004
Posts: 387

TempestBlade24 wrote:

Personally as a DM if I were intending the players to be attacked in the middle of the night I would give the players half healing, their encounter powers back, but no daily powers.


Sounds pretty fair. Just like a five-minute rest, but with some healing added. Or perhaps refresh the AP and the dailies first, but not the hp? Or just treat it as a failed rest (but deduct rest used from the time needed to get six hours, so they don't need more rest just because they were interrupted)

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5 years ago  ::  Mar 05, 2008 - 8:38PM #19
Poopedmuhpants
Date Joined: Sep 10, 2007
Posts: 15
I likened it to Bruce Willis in "Die Hard".

No mortal man could endure what he had to in just one of his movies.

The healing surges in my game at least, wouldn't heal the gaping wounds (a la Bruce Willis' blood drenched shirt and broken noses, and cuts and bruises) but it let's him ignore the blood and pain and take a few minutes to pry the glass from his feet, pick the steel slivers from his flesh, and wipe the blood off his face.

And move on to save Nakatomi Towers.
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5 years ago  ::  Mar 05, 2008 - 9:35PM #20
Shiftkitty
Date Joined: Apr 11, 2007
Posts: 4,412
So it's not a "healing" surge so much as it is a burst of adrenaline, or something like that?
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