The conversation was relevant, because the current party in our 4E game has eschewed both paladin and cleric for a trio of strikers instead. The warlord can help with that in combat healing, but only twice per encounter...did I mention I killed his ass?
Anyway, it was brought up that without a character dedicated to helping you "trigger" your surges, you are left with few options (potions, other people trying to make heal checks while in combat) to use more than 1 or two of these per encounter. With most characters holding 5-8 of these, it seems an awful waste to let this resource go serially untapped. Healing surges always felt more like action points to me, well, kinda like action points. Since this is a "Narrative" type of game now (Depending on who you ask) giving the players control over said narrative should be a good thing right? I think so.
As such, we decided we were going to try something different. Starting at the next session, we will be modifying the rules slightly to allow a character to use his healing surges (I think I like HEROIC surges better, to be perfectly honest) to assist in other ways. In addition to the standard healing usage;
1 surge - immediately re-roll a failed save vs. status or ongoing damage.
- recharge a used encounter power.
2 surge - immediately negate any ongoing status or effect (that is save based).
- recharge a daily power.
These cover the bases I am exploring right now, and eventually a master "cheat sheet" will be created as we work our way through the ins and outs of this. While this immediately brings to mind shadows of the "15 minute adventuring day" I think as a concept it is worth exploring, as the ability to recharge your biggest boom-booms during a knock-down-drag-out with that solo brute would help avert the whole "mountain of HP" problem. Suddenly those surges are worth more than a level appropriate healing potion, and become a carefully husbanded resource.
Also, undead get scarier...much scarier, especially the soul-suckers.
Other possible uses?
- 1 surge to negate critical hit.
- 1 surge to automatically succeed (par) on a skill check.
- 2 surges, automatically succeed on attack roll (yes, even with dailies and encounters...for now).
A finite resource? How about the option of getting a surge back in lieu of bonus damage for a critical hit? Milestone reward? The sky's the limit.
Does anybody else do something similar to this? Any other cool 4E houserules out there? Anyone see a flaw here I have missed? Think I suck, and need to vent? Bring it on!
Lastly, since I am sick and feeling too lazy to post again this week...