| Post/Author/DateTime | Post |
|---|---|
| #1SnoozeMay 24, 2011 14:47:48 | I'm running a homebrew campaign without using any significant houserules. My players are generally pretty good, although the current class makeup is pretty bad. Right now they're going 2, maybe 3 encounters before they're out of surges. This is very limiting to me as a DM, because I need to provide reasonable "rest points" in the story, which don't always make sense. So, I'm thinking about houseruling a full heal in between encounters, without using surges. It shouldn't significantly affect combat - they'll still have to use surges during encounters. All I'm hoping to accomplish is to allow the party to go through more encounters in a "day" before they have to rest. Any potential problems with this plan? |
| #2Crimson_ConcertoMay 24, 2011 15:10:05 | One that immediately comes to mind is that, if I know that I'm going to get to heal up to full HP after the battle without spending any healing surges, then I'm going to be less likely to want to use healing surges in combat. Why spend actions, healing surges, or other resources to heal if I can just be patient and get back up to full HP without having to spend anything at all as soon as the encounter is over? This kind of thinking may have the unintended consequence of your PCs actually taking more risks while at low HP and thus having a greater chance of falling under during combat. |
| #3lady_ishtarMay 25, 2011 7:14:04 | This can work if your party has very few surges to begin with, like no defenders, and nobody put points into Con. Also if you do not have a leader in the party, and in combat healing is limited. This is how things work (sort of) in Gamma World, and things work out well. However this being DnD not Gamma World, it might not work out too well once you start getting to higher level. Alternativley you can make it so during short rest one healing surge brings you back up to full hit points (or heals you your bloodied value). This allows for more encounter each day, but also puts a limit on how many encouters you can do each day. In the end how well this house rule will work is very party and encouter/game specific. |
| #4pluisjenMay 25, 2011 13:41:20 | I think C_C has the basic idea right, players will take more risks. This might also mean that they effective have about 9 more surges each throughout a 4-5 encounter day. That might shift the balance all the way to the other side. You might want to give them something slightly less powerful; like maybe regain HP equal to a healing surge for free instead of everything. That also deals with the extra risk-taking. Note that this shouldn't trigger if they do multiple short rests in a row. What kind of party make-up do you have that's taking such a beating? Are you sure it couldn't be fixed by some (or all) of the players picking up Durable and investing a bit in defense? |
| #5alitainMay 25, 2011 14:28:20 | I think C_C has the basic idea right, players will take more risks. This might also mean that they effective have about 9 more surges each throughout a 4-5 encounter day. Or maybe just learning to play better, maybe they haven't quite figured out their characters, or how to use them properly so the squishier characters are maybe getting to close to their foes, or something. Don't know anything about the players, so can't say but it could be an option. Then again, our group generally only does one combat per session, and we get thrashed. But we do tougher encounters, so that's probably it. But to me, if they're going 2 or 3 encounters before absolutely needing to rest, I don't see that as a problem. That sounds like a solid time there. But it sounds like you're worried about how to let the group rest when you're putting them against so many encounters in a row, right? Why not reduce the number of encounters, but raise the difficulty. That way you can space them out a little more so that way it may be easier to give them spots to rest. If they're say, in a dungeon have them go through a battle or two, then let them find a room that they can hole up in and rest for awhile, if they're that low. You can even do this as it is now it seems. I get you want more and more encounters, but...and again this is off the experience of generally only one combat, maybe two per session, but those encounter can't be that hard, or even challenging. If the party is able to cleave through three battles before exhausting surges, then maybe you really do need to look at the encounters. For me, a handful of cake walk battles aren't that exciting, nor fun. They're just a chore. Sometimes they fit story wise as may be your case, but generally speaking I prefer a combat that's tough, or exciting. Something to get the blood pumping ya know. But again, that's just me so you and your crew may have a different opinion. But I gotta agree with CC, giving them full heal between battles, unless you're simply have them shack up at an inn or something, which makes sense. But yeah definitely could inspire the group to go full tilt. Which on one hand, may mean they use up powers and cleave through encounters quicker, because they don't play safe. Or else they get thrashed more and continue hoping to end the encounter and shoot right back to full, and could cause the group to lose characters. But hey, good luck though it could still work out alright. |