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Dungeons & Dra.. Homebrew Campaigns Is there a way to play 4e without healing surges?
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4 years ago  ::  Aug 31, 2009 - 12:09PM #1
boozerker
Date Joined: May 26, 2005
Posts: 891

They just really bug me.


 


Anyone know of a fix or alternate?

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4 years ago  ::  Aug 31, 2009 - 12:11PM #2
oxybe
Date Joined: Mar 22, 2005
Posts: 5,176

sure, remove them!


don't expect most healing to work right since it revolves around the surges. what about them bothers you?

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4 years ago  ::  Aug 31, 2009 - 12:29PM #3
slobo777a
Date Joined: Jun 2, 2009
Posts: 1,882

Not really, or at least not without a rules re-design that would be a lot of effort. So much so, you are bascially deciding between playing 4E or another system. So how much do you dislike them, and can you explain why?


 

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4 years ago  ::  Aug 31, 2009 - 12:29PM #4
Plaguescarred
Date Joined: May 12, 2009
Posts: 16,522

Surges are inmportant part of 4E. You can probably work something out, but you will have substitute this for set HP amounts healing or something.

Yan
Montréal, Canada
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4 years ago  ::  Aug 31, 2009 - 12:32PM #5
Salamandyr2000
Date Joined: Aug 29, 2008
Posts: 696

Lemme see,  you could remove the counting of healing surges mechanic.  Any power that heals "1 healing surge" heals an amount equal to one quarter hit points plus whatever bonuses acrue, and not make people track surges.  This will be a boost to everybody but defenders.


I assume you want to get rid of the Second Wind mechanic as well.  It'll make the game a little harder, and will make having a leader in the party essential, but I doubt it will kill your game.  Not really sure what to do about Wardens, and that will be one less reason to play dwarves (not really a problem, there are plenty of other incentives to play a dwarf).


I'm not sure you'd get anything back in terms of fun, but it won't kill the game not to count them.

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4 years ago  ::  Aug 31, 2009 - 12:46PM #6
williamhm75
Date Joined: Jan 22, 2008
Posts: 8,460

Sure add up the total amount of healing provided by surges to everyones HP.

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4 years ago  ::  Aug 31, 2009 - 1:32PM #7
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,250

Not to sound critical, but have you played using them? HS may sound kind of weird at first glance, but the mechanic actually works reasonably well.

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4 years ago  ::  Aug 31, 2009 - 4:51PM #8
Zackblack
Date Joined: May 19, 2009
Posts: 301

No...


...and why would you?

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4 years ago  ::  Aug 31, 2009 - 5:03PM #9
October_Darkness
Date Joined: Dec 28, 2003
Posts: 607

There's no fix. It's a very popular, and widely used mechanic in 4th. If you're taking them out, then you're going to be making more work for you. Leaders need surges to buff the party up, by activating healing surges.



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4 years ago  ::  Aug 31, 2009 - 5:24PM #10
Artifact
  • Surprisingly Honest
Date Joined: Dec 8, 2003
Posts: 3,180

We've gotten into the habit of referring to them as 'heroic surges' and to hit points as 'hero points'.  Anything referred to in the rules as 'healing' we often refer instead to as 'recovery' (unless its obviously magical, like clerical healing).


So, my 1st level fighter has 29 hero points (15+14 Con), and that means he can spend 11 heroic surges per day and 'recover' 7 hero points.  In D&D, 'healing' has always sorta implied magical ability.  My fighter is the most mundane fella on the planet though, so when he spends a heroic surge, he recovers some of his oomph and he presses on; there's nothing magical about it.


It's a more abstract approach but after a while, we stopped thinking about the physical damage of each blow and started thinking of our PCs as having a resevoir of heroic power, mental and physical, both entwined.  Heroic surges let us replenish that resevoir to an extent.  Hit points on the other hand, often imply pure physicality.  There's more to being a hero than that I think.  

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Dungeons & Dra.. Homebrew Campaigns Is there a way to play 4e without healing surges?
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