Categories
Friday Favourites

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

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From June 5, 2012, Dungeon’s Master once again presents: 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.

Categories
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.

Categories
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.

Categories
Editorial

RPG Blog Carnival: Things to Love and Things to Hate About Healing Surges

This month’s RPG Blog Carnival is being hosted by Nevermeet Press. The topic is Things to Love, Things to Hate.

The Cleric has always been my favourite class in D&D. I’m not a spiritual person in real life but there’s something I’ve always found appealing when it comes to playing divine characters. I think a big part of it is knowing that my character has to very power of life and death in his hands. With just a thought he can call forth his deity’s power and heal wounds. Having this power, a power until 4e that was limited to divine character, is like having insurance that the rest of the characters don’t. No matter how bad things get I know that I can use my class powers to heal wounds and stay on my feet. This is not to say that I’m a selfish Cleric, but if I go down no one else gets healed which certainly makes a compelling argument for serving my own needs first.

In my opinion, the most significant improvements to the Cleric class in 4e was making the ability to heal a minor action, thereby allowing the Cleric to still participate in combat. Until 4e Clerics often did nothing but heal the wounded while all the other classes did amazing things. Not so with 4e. The combination of the healing surge mechanic and Healing Word as a minor action made Clerics a lot more powerful because they could be a lot more involved. This is a big reason why I still find Clerics among the best classes in 4e D&D. It’s also the reason that I choose healing surges as the focus for this article, my contribution to this month’s RPG Blog Carnival.

Categories
Player Resources

Six Items Every Adventurer Should Have

As an adventurer you discover all kinds of interesting items. Some of the items are mundane and others magical. The most obvious items are your weapon and armour. As you advance, your helm, glove, boots and cloak are all replaced by magical items that you have discovered. Eventually a point of saturation is reached and the only way to increase your power level is by gaining the next version of your current item. Advancing your magic weapon from +1 to +2 and so forth.

As your character advances in level wealth continues to accumulate and there is the ability to find or purchase additional magic items. Many of these items are consumables, but are still worth obtaining. I am a fan of items that require healing surges to power them. Especially for those defenders who have more healing surges than they could ever likely spend during the normal course of adventuring.

Categories
Player Resources

Should I Fight Or Should I Heal Now?

Knowing when to heal during combat is an under appreciated ability in Dungeons & Dragons. Too many players think that their characters are invincible, able to take whatever the DM throws their way. This refusal by the players to accept the reality of the situation can be detrimental, not only to their PC, but also to the rest of the party. Refusing to heal in favour of a combat action is a calculated risk that every player is forced to make. The question is what is the right decisions to make? While hindsight is always 20/20 we’d like to think we are making the right choices for our PCs.