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DM Resources

Greatest Hits 2012: Staying Alive: 8 Ways to Keep Wounded PCs in the Game

While the Dungeon’s Master team enjoys some well-deserved vacation time, we’re breaking out the greatest hits and shining a spotlight on a few of our favourite articles from 2012. We’ve searched for hidden gems that our newer readers might have missed and our long-time readers will enjoy reading again. Enjoy a second look at these greatest hits from Dungeon’s Master.

In the original article we talked about ways to bend the rules or tweak the numbers to give PCs a fighting chance when they’re low on hit points and healing surges. One thing that we didn’t really address that I think deserves mentioning are the PCs starting number of healing surges.

There will always be times when the party cannot continue because they’re out of surges. More often than not it’s the PCs that began with few surges in the first place that make the most noise about taking an extended rest. At my tables it always seems to be the strikers, and more specifically the Rogues and the Vampires.

I think it’s important for the DM, and even the other players in your gaming group, to talk to players who choose to run characters with minimal starting healing surges. It is a striker’s job to get into the thick of things which usually results in them talking some hits; however, good tactics and planning ahead can reduce the chances of these PCs running out of surges before everyone else. Yet trying to convince these players to have a good starting Con score, take the Durability feat, or just play smarter is often a challenge.

If the entire group addresses the low healing surge issue early, the party as a whole can develop tactics to overcome this obstacle and ensure the softest PCs stay on their feet and don’t blow through all their surges in the first fight. It’s a behavioural change that a lot of D&D players are not comfortable making but by addressing this early (possibly even during character creation) it can make for better games down the road and eliminate the frequency of the 5-minute work day without the need for any of the tricks we suggest in the article below.

From June 5, 2012, Dungeon’s Master once again presents: Staying Alive: 8 Ways to Keep Wounded PCs in the Game.

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DM Resources

Staying Alive: 8 Ways to Keep Wounded PCs in the Game

One of my biggest issues with D&D is the five-minute work day. This is when PCs expend all their best powers and burn through their healing surges so quickly that they’re useless unless they take an extended rest. The game is designed for PCs to have four or more encounters before they should need to take an extended rest but I suspect that many DMs rarely push through more than four encounters before calling it a day. However, there will be times when this just isn’t possible – either because it doesn’t make sense given how the story is progressing or the printed adventure doesn’t allow it. In these cases the DM may need to get creative to keep the PCs alive until the end of the day.

Assuming the PCs can still take short rests then output isn’t usually a big deal if the party continues on past four encounters. Sure they may not have those awesome daily powers at their disposal into the fifth encounter but they will have all their cool encounter powers. It’s healing surges that usually become the biggest problem.

Strikers generally have the fewest surges to begin with, and unless the player has a reasonable Constitution score or the Durability feat they’ll run out of surges quickly. What makes the problem worse is that as soon as monsters (intelligent monsters anyway) see a striker mowing through their ranks they’ll target the biggest threat (the striker). Unless you’ve got advantageous tactics or a decent defender at your side, strikers end up taking damage every fight.

So what’s a DM to do when this kind of thing happens? How do you keep a wounded party in the game and convince the players to push those PCs forward? It may just be a game, but players get emotionally attached to their PCs quickly and no one wants to enter a combat encounter knowing that their PC is likely to die. It’s a delicate situation that requires some careful manipulation. The key is not to do so in such a way that it insults the players or belittles the game mechanic. Players want to do well but they don’t want the DM to just give them an easy, unearned victory. It’s a real balancing act and here are 8 suggested ways to pull it off.

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Player Resources

Exploiting Racial and Class Abilities: Dwarven Resilience

The ability to heal your character without assistance from the party cleric was one of the biggest changes in 4e Dungeons & Dragons. It gave every character the opportunity to recover from a devastating attack by themselves. In the category of healing themselves, none are better than the Dwarf. Now, I’ve already stated the Dwarves Are The Best Raceand today I want to examine their defining racial feature: Dwarven Resilience.

Second Wind is a great ability allowing an player to use a standard action to heal. However, let’s be honest, no one likes to use their standard action for anything but rolling dice on an attack power. As a player I feel slightly cheated when I use my second wind. I recognize that it’s a tactical decision, but I would rather be using my standard action for attacking and rolling dice!

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Player Resources

Your Best Resource: Healing Surges

One of your most important, yet overlooked resources as a PC, are your healing surges. Healing surges in 4e D&D are the difference between life and death. Effective use of those healing surges can mean the life or death of you and your companions.

Healing surges are a new mechanic to D&D that were introduced with 4e. No longer do you heal a certain amount of hit points by resting or from relying on the Cleric to have enough healing spells or the right combination of healing potions. Now every PC is equipped with the ability to heal themselves during and after battle.

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Editorial

Greatest Hits 2009: I’m Your Cleric, Not Your Bitch!

While the Dungeon’s Master team enjoys some well-deserved vacation time, we’re breaking out the greatest hits and shining a spotlight on a few of our favourite articles from 2009. We’ve searched for hidden gems that our newer readers might have missed and our long-time readers will enjoy reading again. Enjoy a second look at these greatest hits from Dungeon’s Master.

This was one of the very first articles I ever wrote for Dungeon’s Master. I found it amazing that one of the guys at my gaming table came up with such an interesting way to play his character (in this case, a leader). At first I was kind of upset that this player would be so selfish and not do his job. But the more I thought about it I realized that each player can play his own PC however he wants. If the rest of the party doesn’t like it, then that’s just too bad for them.

When I wrote this I’d only ever played a defender and striker. So even though I agreed with this player’s decision not to heal until a PC used his second wind, I didn’t truly appreciate his point of view until I played a leader. After that I was 100% on board with this attitude.

Too many players assume that the leader’s job it to heal them… and that’s all they’re supposed to do. It’s these players more than any others that I think need to adopt the second wind first behaviour. Until you can appreciate the leader as an equally important part of the adventuring party and not just your personal medic, taking this kind of extreme view to healing is the best way to make your point.

Comments on the original article came down on equally on both sides of this debate. I think in the end it comes down to how the you want to play your PC if you’re the leader and for everybody else it comes down to an issue of respect for the other role and classes in your party.

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DM Resources

More Tips for Speeding Up Your Game

Combat in 4e D&D does take longer as PCs get tougher. But there are a lot of tips and tricks for Speeding Up Your Game. We’ve come up with a few new ideas on how to keep your game move quickly and smoothly.

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Editorial Player Resources

The Ultimate Character for the Ultimate Dungeon Delve

Next week I’ll be participating in the Ultimate Dungeon Delve at GenCon. I’ve done my homework and I think I’ve come up with the best possible character for the delve. I’ve only got a few days remaining in which to make tweaks and changes to this PC, so I’m asking you – the readers – to give me your input.

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Editorial Player Resources

I’m Your Cleric, Not Your Bitch!

“I am a defender of the faith, a holy warrior and a vassal of my deity. I am not in the party simply to heal your wounds!”

An interesting debate occurred within our gaming group recently. One of our healers, in this case the Cleric, decided that he will not use his Healing Word or any other power that allows others to use healing surges unless a) they are bloodied and b) they have already used their second wind. He is so adamant about following this guideline that he would rather take no minor action instead of healing the other PCs.