Houserules for rest and recovery

Post/Author/DateTimePost
#1

Style75

Jan 09, 2010 18:04:57

I think the rules for rest and recovery as stated in the PH on p. 263 are a little too vague and unrealistic. If we simply sleep for 6 hours we get back all of our healing surges, HP, and daily powers. As stated in the book we can only do this every 12 hours. My main problem is that there is no penalty for sleeping rough (ex. no tent, no fire, no eating or drinking) and likewise no reward for sleeping in better conditions (ex. inn, tent, developed camp site).  Therefore I’d like to propose the following house rule for extended rests.


 


Sleeping rough : Bare ground, no bed rolls, no fire, no food or water.


-         Regain all powers except your highest level daily combat power


-         Regain ¼ max number of  healing surges


-         Regain surge value HP


 


Rough campsite : Bed rolls, fire, basic food and water.


-         Regain all powers


-         Regain ½ max number of healing surges


-         Regain 2x surge value HP


 


Developed campsite:  Tent, bed rolls, fire, cooked meal, and water.


-         Regain all powers


-         Regain ¾ max number of healing surges


-         Regain 3x surge value HP


 


Inn or similar lodging:  Bed, cooked meal, wine or ale, entertainment.


-         Regain all powers


-         Regain max number of healing surges


-         Regain HP up to max


 


Luxury accommodation:  Expensive Inn, Hotel, or palace.


-         Regain all powers


-         Regain max number of healing surges + 1 bonus surge


-         Gain temp HP equal to constitution mod + half level


 


* Taking an extended rest while inside a dungeon would count as a developed campsite. This assumes you are in a secured location, out of the elements and can cook a meal. Otherwise the extended rest should be counted as a rough campsite.


** Bad weather can downgrade a developed campsite to rough campsite, and a rough campsite to sleeping rough. Sleeping rough during bad weather gives no benefit. Inns and luxury accommodations are not effected by weather events.


I believe that using this system will create a more believable situation with regards to healing up after battles. It will force us to think more carefully about setting up camp and reward us for seeking out better accommodations.

Please tell me what you think about this rule. I'd like to introduce it next week if possible so some feedback beforehand would be greatly appreciated. Thanks!

#2

Style75

Jan 09, 2010 18:15:52
I forgot to mention that this rule change would have the following other effects:

Create Campsite Ritual (PH2 p. 214) finally makes sense for anything other than straight role playing.

Mordenkainen's Mansion (PH p. 167),  a wizard level 22 utility daily spell would be more valuable. I think I'd make it count as an Inn, not as Luxury.

Does anyone spot any other possible rule benefits/changes as a result of this houserule?
#3

heathan_v20

Jan 09, 2010 18:43:04
I actually house ruled this in my game. You only recover 1/2 your HP and a number of Healing Surges equal to your Class HP+Con Bonus.
However that is for a game with rules I like to call the Savage Rules. Which I also have a rule where we do crits 3.5 style but the second roll isn't to confirm a crit its to add a status effect like blind, daze, etc. It turns the game into a bit of a meat grinder.
#4

Style75

Jan 09, 2010 18:51:59
We do the same thing with crits. We're big fans of critical hit charts, and really really fun critical miss charts.

I just noticed another benefit for using these extended rest  house rules:

-  Control weather ritual (PH2 p. 214)  would be useful for preventing bad weather from ruining your camp site.

I'm really into anything that makes magic rituals more useful in the game.
#5

heathan_v20

Jan 09, 2010 20:15:28
I think I like the idea of camps and comfort. I used to have a house rule for sleeping in armor and all that as well I can look it up and post it. I never liked the idea of a guy camped out in plate mail jumping up in the middle of the night. I remember one session were I ambushed my players while they slept at an Inn and I rolled a hit (without armor) and the player was like, I sleep in my armor so its a miss. And I'm like, your guy sleeps in scale mail??? Could you imagine that discomfort.
#6

Style75

Jan 09, 2010 20:34:30
Great points on sleeping in armor. I hadn't thought of that in my homebrew rules. It's something we've used occasionally, but ad hoc and it was really up to the DM's discretion. I'd like to have it more formalized.

For my game this week I'll include a rule that states all extended rests must require the removal of all armor.

The cloth wearers might complain about that, but I can't think of a simple way to balance requiring heavy armor wearers going naked while light armor wearers keep their benefits.

Everyone would get the intelligence or dexterity modifier bonus to AC that light armor wearers would normally get. That should balance out the classes to give everyone a similar AC for the encounter.

This new rule might require the DM to go a little easier on the PC's if they are attacked during the night. We've had some epic campsite battles that would be certain TPK's without armor.
#7

pluisjen

Jan 10, 2010 5:26:06
Actually Light Armor wearers will have a pretty serious advantage. They generally have at least some Dex/Int to boost their AC, whereas heavy armor wearers don't.

But, due to the nature of the system, for higher level you might as well do away with attack rolls for monsters since they're not going to miss unless they roll a 1.

The system isn't designed for this, unfortunatly, so I'm not sure if it'd go over properly.

However I do like the rules for sleeping rough... might want to see if I could use those. 
#8

Style75

Jan 10, 2010 7:48:23


On reviewing the numbers, the whole armor on vs. off does seem to be imbalanced in favor of light armor wearers. I'm going to have to work on this a bit more before coming up with a usable rule change.

The idea behind the sleeping rough rules came to me one night when we had just finished a series of running battles. We were really banged up; low on HP, low on surges. So we told the DM "okay now we take an extended rest." We were in the mountains, literally on the side of a mountain, with no way to get comfortable. The night was uneventful so as per the rules, we got all of our HP and surges back. I was just about to say that this was silly when the DM  beat me to it and said " This is ridiculous, I'm making a judgement call here, you only get half the surges and half HP back."  A disagreement ensued with our resident rules lawyer demanding a formalized houserule on the subject.  Being the team homebrew guy, I cooked up the above rule set.

I also really like the incentives for staying in better accomodations. Our DM had us in a town with plenty of sleeping options, but to save money we always slept in crappy Inns. (it was not a RP based decision) I think this rule change would be a big incentive for upgrading.

I'd really like some feedback on how you think the proposed rule changes might play out. Might this cause a great imbalance for certain types of campaigns? How about the rule for sleeping rough that prevents you from regaining your highest level combat daily?

#9

Style75

Jan 10, 2010 8:07:09
I just realized that for the bonus for luxury accomodations might need to be buffed. The gain of an extra healing surge is fine, but what about the temp hit points? Mod + half level is probably fine for heroic teir, but it seems a little weak for paragon, and very weak for epic.

Sample numbers from random character generator
(assumes all stat boosts choose constitution)


Heroic tier level 5:  con mod=3  Half level=5  Temp HP boost=8

Paragon tier level 16:  con mod=6  Half level=8  Temp HP boost=14

Epic tier level 26:  con mod=8  Half level=13  Temp HP boost=21

Having not played much at the epic tier, is this temp HP bonus too puny? Would 21 make that much of a difference? Should it even matter at Epic tier anyways? I mean, you're some sort of demi-god anyways, sleeping rough probably wouldn't make any difference.

What do you think?
#10

Style75

Jan 10, 2010 8:14:41
Sample numbers from random character generator
(assumes all stat boosts choose constitution)


Heroic tier level 5:  con mod=3  Half level=5  Temp HP boost=8

Paragon tier level 16:  con mod=6  Half level=8  Temp HP boost=14

Epic tier level 26:  con mod=8  Half level=13  Temp HP boost=21





Wow, my math sucks today. Gotta get more sleep....

Revised numbers here:

Heroic tier level 5:  con mod=3  Half level=5  Temp HP boost=8

Paragon tier level 16:  con mod=5  Half level=8  Temp HP boost=13

Epic tier level 26:  con mod=6  Half level=13  Temp HP boost=19

Even punier than before for epic tier. But again, should this even matter? thoughts?
#11

heathan_v20

Jan 10, 2010 12:09:16
I'm in a house ruling mood today so after I watch this movie with my gf I'll probably be on the computer and toss in my 2 CPs. I like the idea of adding Temp HP, but I'm not keen on how to go about it, based on tiers. I've never been a fan of high level (epic) even as a player, I've always liked the lower levels.
#12

heathan_v20

Jan 10, 2010 15:25:35
Here is what I came up with. I'm not sure how to handle the Healing Surges though. Tell me what you think.

Base Resting


Base Resting is considered to be sleeping out in the open with little to no protection from the elements. This would be sleeping out in the forest on a pile of leaves, a cavern floor, or a hammock in the trees.


  • Requirements: Base resting has no requirements, you can do it anywhere, anytime.

  • Hit Points Recovered: Character recovers a number of Hit Points equal to their Constitution score plus their Level.

  • Healing Surges Recovered: Character recovers a number of Healing Surges equal to their class Hit Points.

Campsites & Shacks


Campsites and Shacks, this includes, barns, stables, sleeping bags, or the floor of a building with no blankets. Resting here is just one step above sleeping on earth and stones.


  • Requirements: This level of rest requires minimum protection from the elements.

  • Hit Points Recovered: Character recovers a number of Hit Points equal to their Bloodied score.

  • Healing Surges Recovered: Character recovers a number of Healing Surges equal to their class Hit Points plus Constitution Modifier.

Inn


Sleeping at an Inn is a good thing for most and one of the most common luxuries for a character as far as resting goes. Inns come in all shapes and sizes, and very in their quality but their effects are all the same.


  • Requirements: To get this level of rest and recovery, you must have adequate protection from the elements as well as decent sleeping arrangements.

  • Hit Points Recovered: Character recovers a number of Hit Points equal to their Bloodied score plus Constitution Score.

  • Healing Surges Recovered: Full allotment of Healing Surges recovered.

Luxury


Resting like a king or queen is a fine way to recoup after a hard battle. Sleeping near a fire place on a mattress under thick blankets in a room with insulation is a good example of sleeping in luxury.


  • Requirements: Inside a building, with high quality bedding, and warmth.

  • Hit Points Recovered: Full allotment of Hit Points recovered.

  • Healing Surges: Full allotment of Healing Surges recovered plus the character gains Temporary Hit Points equal to the Hit Points gained from spending 1 Healing Surge.

Sleeping in Armor


Sleeping in any type of armor is uncomfortable and leaves one tossing and turning through out the night. Even cloth armor can be restraining and leave you sore and without a full nights rest.


  • Requirements: Sleep in your armor.

  • Effect: All recovery is halved.

Endurance


Players who are trained in Endurance can make a skill check to improve their “rest and recovery” accommodations 1 step (you can only upgrade 1 step regardless of roll).


  • Campsite/Shack: DC 15

  • Inn: DC 20

  • Luxury: DC 25

#13

Style75

Jan 11, 2010 11:09:55
I like the endurance check to improve you situation, and I'd be tempted to include the option for nature check (for wilderness camping) or a dungeoneering check (for camping out in dungeons).

Just a question, in the Healing Surges recovered section for the first three options, you don't have anything there. Was something supposed to go there?
#14

heathan_v20

Jan 11, 2010 14:04:53
well I haven't decided, at epic tier a warrior (with max con) would basically be able to sleep at an inn and recover all his healing surges in a night, sense healing surges don't go up with levels.

How I had it was like this:

Base Rest: You recover a number of Healing Surges equal to your Constitution Modifier.
Campsite/Shack: You recover a number of Healing Surges equal to your Class Hit Points + Constitution Modifier.
Inn: ????
Luxury: Full Recovery.

But the thing is some classes (Like Wizard) have Constitution based builds where your Con mod is going to probably be up there with your Class Hit Points, and at epic levels your Con mod can out rank your class HP.

Also what if you have a penalty to Constitution??? I mean there are some variables that need to be hashed out before I can fill those in...got any suggestions???
#15

Sinasilver

Jan 11, 2010 21:29:04
I think a good many of these can be handled accordingly: During an extended rest you have to spend enough healing surges to return yourself to full health. If you do not have enough, you either "pre spend" healing surges for the next day(lowering how many you have tomorrow), or you start the day at a HP deficite.

Over the course of several days of this, it's possible to get to the point you start a day with no healing surges. Then just have the conditions modify the number of surges returned.

Camping: -4
Shack: -2
Inn: -1
Luxury: Full

Or something like that.
#16

heathan_v20

Jan 12, 2010 12:03:08
well see I'd like to base it on classes that I feel would gain HSs back quicker. For instance a warrior would be used to treating wounds and recovering his energy back etc, where as an Orbizard probably wouldn't be used to getting chewed up and spit out so he'd need more time to recover. I know this throws balance off but not as much as one would think. It just means getting beat down would be like getting beat down in real life, it would take time to prepare for the next fight.
#17

Neutronium_Dragon

Jan 12, 2010 17:10:15
> a warrior would be used to treating wounds and recovering his energy back etc,
> where as an Orbizard probably wouldn't be used to getting chewed up and spit out

Whatever else they may be, they're all adventurers - they're equally used to getting chewed up and spit out; it's part of the job description.
#18

ozzymandias

Jan 12, 2010 17:29:38

Heathan_v20: Should there be a noticeable difference between the classes in terms of regaining HSs?  In my experience (as a soldier, that is) the ability to recover from physical exertion is a function of exposure.  The more often you exhaust yourself and have to spend time recovering, the better you get at it.  A wizard who adventures alongside a fighter will be exposed to the same exhaustion, thus they should recover their healing surges at the same rate.

Then again, that argument works in favor of the wizard and fighter having the same number of hit points and healing surges in the first place.  So maybe there should be a difference based on class.

#19

ozzymandias

Jan 12, 2010 18:03:17
To the OP: A rule like this is an awesome idea for games where an emphasis on real world conditions is a factor.  For example, I'm planning a campaign where the players will explore the wilderness on their own.  The adventures they partake in won't be limited to dungeon crawls, thus exposure to nature and the elements are a factor.  I intend to use a ruleset similar to the one you posted.  If, however, you're running a game where the plot is driven by what happens at the dungeon site (wherever that may be) I'd recommend avoiding these nitty-gritty details.
#20

heathan_v20

Jan 13, 2010 9:05:45

Heathan_v20: Should there be a noticeable difference between the classes in terms of regaining HSs?  In my experience (as a soldier, that is) the ability to recover from physical exertion is a function of exposure.  The more often you exhaust yourself and have to spend time recovering, the better you get at it.  A wizard who adventures alongside a fighter will be exposed to the same exhaustion, thus they should recover their healing surges at the same rate.

Then again, that argument works in favor of the wizard and fighter having the same number of hit points and healing surges in the first place.  So maybe there should be a difference based on class.




That's why my original plan was to base it off their Class Hit Points and I think I found a way to do this. I'm going to update the post I made earlier.
#21

ozzymandias

Jan 13, 2010 10:21:03
Here is what I came up with. I'm not sure how to handle the Healing Surges though. Tell me what you think.

Base Resting


  • Healing Surges Recovered: Character recovers a number of Healing Surges equal to their class Hit Points.

Campsites & Shacks


  • Healing Surges Recovered: Character recovers a number of Healing Surges equal to their class Hit Points plus Constitution Modifier.

Inn


  • Healing Surges Recovered: Full allotment of Healing Surges recovered.




An observation: A paladin has 15 starting hit points and 10 healing surges.  Assuming a +4 Con modifier (unlikely for a standard paladin build) this character will regain their full allotment of healing surges after sleeping in the wilderness on a pile of leaves.  The side-effect is to make the other sleeping conditions irrelevant.  Then again, I haven't played as often as most people and never at anything beyond heroic, so maybe there's something I'm missing where characters get more healing surges as they level.

I'd suggest changing the standard for rest to the conditions you find at an inn: a bed, fireplace, hot meal, access to facilities, wine or ale, etc.  Spending a night in the wild, then, is a downgrade while luxury conditions grant a temporary bonus (temp hit points, bonus healing surges, etc.).
#22

heathan_v20

Jan 13, 2010 11:38:50
You are somewhat correct. The paladin with a +4 Con bonus would have 14 Healing Surges and would recover 10 by sleeping in a campsite. Perhaps 1/2 Class Hit Points??? For instance that Paladin would now only recover 7 Healing surges...I think 1/2 maybe the way to go. Also remember if he sleeps in armor that 1/2s the recovery. So this hypothetical paladin now only recovers 3 Healing Surges (5 by my standards). But this is using a very clunky and doubtful build.
Now a fighter would be likely to have an 18 Con if built as a Tank. He would have 13 Healing Surges, but would recover just the same.
However if you guys can come up with some ideas to alter this make it a little more streamlined let me know as I want to start a new MapTools game soon and want to implement these rules. However I think the 1/2 CHP would work perfect for campsite and full CHP for Inn.
#23

ozzymandias

Jan 13, 2010 15:52:40
My plan for a West Marches style game include using the following rules (base heavily on what's been posted in this thread):

Rest and Recovery


Inn or similar lodgings: Bed, cooked meal, wine or ale, entertainment, etc.  Player characters—


  • Regain all expended powers.

  • Regain all healing surges.

  • Heal hit points to full amount.

Other conditions affect these factors as follows—


Luxury accommodations: Expensive inn, hotel or palace.  Player characters—


  • Regain all expended powers.

  • Regain maximum number of healing surges plus one bonus surge.

  • Heal hit points to full amount.

  • Gain temporary hit points equal to surge value.

Developed campsite: Tent, bed roll, fire, cooked meal and water.  Player characters—


  • Regain all expended powers.

  • Regain ¾ of maximum healing surges.

  • Heal 3x surge value in hit points.

Rough campsite: Bed roll, fire, rations and water.  Player characters—


  • Regain all expended powers.

  • Regain ½ of maximum healing surges.

  • Heal 2x surge value in hit points.

Roughing it: Bare ground, no bed roll, no fire and no food or water.  Player characters—


  • Regain all expended powers except highest level daily.

  • Regain ¼ of maximum healing surges.

  • Heal surge value in hit points.

The following conditions apply—


  • An extended rest inside a dungeon counts as a developed campsite.  This assumes the PCs are in a secured location, out of the elements and can cook a meal.  Otherwise the rest counts as a rough campsite.

  • Bad weather can downgrade a developed campsite to a rough campsite, and a rough campsite to roughing it.  Roughing it during bad weather provides no benefit.  Inns and similar accommodations are not affected by weather.

  • The Create Campsite ritual (PH2) produces a developed campsite.

  • Sleeping in armor of any kind halves the benefits (round fractions up).

Players may make Endurance checks to improve their rest and recovery results by one step.


  • Roughing It: DC 15

  • Rough Camp: DC 20

  • Campsite: DC 25

  • Inn: DC 30

Hope that helps.

#24

heathan_v20

Jan 13, 2010 17:36:28
That is pretty good I'll adapt it to what I am going to be using but I think we have a system that works.
#25

heathan_v20

Jan 14, 2010 15:45:46
I did want to point out however that I do feel needs to be adressed. With the implementing of this rule, Healing Potions need to be addressed. Sense Healing Surges now become a valuable commodity, I don't think they should cost a Healing Surge to use, and maybe even heal an extra 50%. You guys tell me what you think???
#26

ozzymandias

Jan 16, 2010 17:33:42
I had a problem with the way healing potions work from the beginning of 4th.  On the other hand, I understand the mechanical need to prevent healing potions from effectively curing anything and everything, and being super cheap to produce.  But a mechanical fix for a logical-consistency problem is almost always a bad thing.

But I could rant about that issue all day: instead, assuming it won't break the bank, just consider a house rule that healing potions don't require healing surges to use.  And if the players want to spend all their time crafting the bloody things, that's their call.

Alternatively, healing potions could let the player spend a healing surge and heal hit points as normal, plus a few extra based on the level of the potion.  But this might make them worth more than the book value.

So many choices...
#27

heathan_v20

Jan 17, 2010 9:37:11

Well here is my take on it after coming back to the drawing board. Here is my take on them and rules to balance them.

You can only use a number of Healing Potions equal to your Class Hit Points a day, after that they have no effect. Healing Potions do not cost a Healing Surge and heal standard amount for that level Healing Potion.
Problem with this is that Healing Potions are limited but still open enough that players will spend pretty decent amount of coins on them. The healing is good, but still not as good as the powers of leader classes or even powers that allow healing from other classes.

OR

Healing Potions draw upon the internal fortitude of those who use them, allowing them to increase healing. The player spends a healing surge and gains Hit Points equal to a Healing Surge + the Healing Potions bonus. However drinking a potion is a move action and provokes an Oppurtunity Attack.
The downfall to this is that once again you need a healing surge to use them, and when you do use one its healing is pretty much better then that of a healing class. The players will end up dumping large sums of coin into healing potions making the poor leader in the group seem ineffective in combat. The only down fall is that you might take a hit or two for that potion you are drinking if used in combat.

OR

Healing Potions work as normal, instead a new type of potion is available, the XXX Potion (DOS EQUISE POTION FOR THE FAIL!). This potion restores Healing Surges but you can only drink so many per day.
This seems to be a pretty good idea but I can see PCs getting cracked out on these, making Healing Potions look like a joke.

#28

ozzymandias

Jan 20, 2010 15:09:00
1) That's a great idea, having healing potions restore healing surges.  Especially if you can use surges for things other than just healing.

2) Healing overdose!  What if drinking too many healing potions resulted in a poisoning effect?  For example, it's possible to drink too much water (it flushes nutrients from your system) and hurt yourself.  So if a PC drinks X healing potions (1 more than the daily limit) they have to make a saving throw, or they lose healing surges, or the potion makes an attack?

I think having multiple healing potions in the system may be a good idea as well.  One could be something that restores hit points, but costs more than the normal ones because they don't require healing surges.  Another lets the PC spend a healing surge and heal a set amount of hit points (the current system).  A third type lets you spend a healing surge and gain the healing, plus some extra (but requires more time to consume).  And there could be healing-based consumables that remove conditions or diseases.

The problem for someone like me is pricing, because I haven't wrapped my head around the price system yet, so I wouldn't know how to balance it.

I guess it's sort of like the medical system in America: certain treatments are more expensive because they use drugs or machines that are harder to produce or maintain.  That could at least be an explanation for the cost.
#29

heathan_v20

Jan 22, 2010 8:23:09

Ok so here are the next steps that we need to take.

New Healing Potions: Players can use these Healing Potions to restore Hit Points without spending a Healing Surge. However a player may only use so many potions before a side effect kicks in.
A.     How many Healing Potions lead to an overdose?
B.     What are the effects of an overdose?
C.     How long does the side effects last?
D.    How many Hit Points do they return with each use?
E.     What level should the potions be?


Vitality Potions: The potions restore Healing Surges, but can only be used so many times per day before becoming ineffective.
A.     How many Healing Surges maybe restored before the potions are ineffective?
B.     How many Healing Surges are restored by the potions?
C.     What level should these potions be?

#30

ozzymandias

Jan 22, 2010 16:02:43

Are there any powers that restore spent healing surges?  If there are, they're probably daily powers.  Same goes for magic items.  I don't think any power or magic item exists that does this, but they might, and it'd be a good point to start.

I'd imagine that the restoration of healing surges through magic items would be a high-heroic, low-paragon ability.  Any sooner than that and the cost would be too easy for players to access.  Whatever the rationale behind it, a rule that restricts use based on level might be a good idea.

Each vitality potion shouldn't restore more than 1 or 2 healing surges.  Maybe there's only two: minor and major vitality.  The minor restores 1HS, the major restores 2HS.  The minor is priced to be available at paragon (level 15 item), the major at epic (level 25 item).  A character may only benefit from one (either minor or major) per day.

This might seem limiting at first, but it's a very powerful ability that we're considering.  As a PC I'd be willing to jump through some crazy hoops to get a potion of vitality.  Moreso than a standard healing potion, that is.

As for regular healing potions, I'm still at a loss.  I'll have to think about it some more.

#31

heathan_v20

Jan 23, 2010 7:31:56
ok I agree and disagree Ozzy.
I agree that the Vitality Potions will be insane as far as players attempting to get their hands on them. I agree they should be very limited.
I disagree with the levels you've set atm and I disagree with the ammount of healing surges given. The only way to do this right is to do the Math, which me being up early and bored I am going to go ahead and do. I will compaire the PHB potions to the PHB Classes at the appropriate levels (Hit Points restored vs Healing Surge Values). I'll get back with you when I am done.
#32

heathan_v20

Jan 23, 2010 8:17:34
Ok so I did the math (by the book), healing potions do the following.

Healing Potions
Lv 5      
10 Hit Points
Lv 15    25 Hit Points + a saving throw
Lv 25    50 Hit Points + Save vs all Conditions effecting a character
Lv 30    50 Hit Points + the Character is restored to Life otherwise acts as a Level 25 Healing Potion

Now for the average Healing Surges for the PHB classes. Now I have given these Min/Max averages because some classes have Constitution as a Secondary ability score.
               Min                      Max
Lv 5       11.3125               11.75 HP
Lv 15     24.0625               24.5625 HP
Lv 25     36.9375               37.375 HP
Lv 30     44.125                 44.5625 HP

Ok so Constitution has little effect on average Hit Points and I just wasted 5 minutes of my life on that however it does help.
But if you look you will notice that a Healing Potion pretty much heals about average Healing Surge value per level, plus it throws in a little bit extra in the later levels. So I don't think what we are doing is really that far off from what WotC probably originally planned to have Healing Potions do, which is restore Healing Surges...however I think the playtesters showed their greed and showed WotC that making them restore Healing Surges with no limitations meant breaking the game. Atleast that's my theory.
#33

ozzymandias

Jan 23, 2010 12:38:00
I love the math.  Very useful.  And I tend to agree with the analysis too.  Something else: healing surges are used for things other than healing.  Some powers use them (though they tend to grant hit points) as do some magic items.

So what if healing potions just restore healing surges?  And when you drink a healing potion, you can either get the hit points (plus the bonus) or you can regain a healing surge.  Problem with that is the value of a healing surge goes up as you level.  The value of a healing potion (as a magic item) stays the same.  If a healing potion resotres healing surges, then it's value increases according to the level of the character.

I think this is the reason that healing potions restore hit points and not surges.  Which means I'm at an impasse and need more time to consider the options.

Man, I hate when I talk myself out a good idea...
#34

heathan_v20

Jan 23, 2010 16:52:04
actually no, if you look at it, the potions go up in levels to...those are healing potions....a level 15 player using a level 5 potion might as well just throw it on the ground, cause its not even worth it (unless these are dire circumstances).
However I don't think Healing Potions should give Healing Surges back, I think Restoration/Vitality/etc Potions should be completely different from them. However looking for a way to limit these potions is difficult, perhaps following the flow of Daily Powers. They could require the expenditure of say an Action Point, or something else.
Now as for limiting regular Healing Potions, here is my solutions I've come up with...

Can only use while Bloodied.
Hit Points gained = Norm + 50%.