NPCs and Surges


4th Edition

RPG Superstar 2009 Top 32

The DMG says that an NPC gets only one healing surge. If I want to have an NPC that can fight alongside the party in multiple battles, one surge is not going to cut it. The NPC will be out of HP by the end of battle 2. Has anyone else run into this problem? If so, how did you handle it? I'm considering giving the NPC one surge per battle, and having him heal fully between battles. Another possibility is just to give him the number of surges that he'd have if he was a full PC. Not sure which would be better. The former requires less bookkeeping, while the latter seems more fair.


Paul Worthen wrote:
The DMG says that an NPC gets only one healing surge. If I want to have an NPC that can fight alongside the party in multiple battles, one surge is not going to cut it. The NPC will be out of HP by the end of battle 2. Has anyone else run into this problem? If so, how did you handle it? I'm considering giving the NPC one surge per battle, and having him heal fully between battles. Another possibility is just to give him the number of surges that he'd have if he was a full PC. Not sure which would be better. The former requires less bookkeeping, while the latter seems more fair.

First, NPCs get one healing surge per tier, so an epic-tier NPC actually has three healing surges.

But the issue you've identified is addressed in the DMG 2, with companion characters - NPCs with player roles and the ability to keep up with the PCs in terms of healing surges. I very strongly recommend picking up the DMG 2 for this and a host of other reasons.


Paul Worthen wrote:
The DMG says that an NPC gets only one healing surge. If I want to have an NPC that can fight alongside the party in multiple battles, one surge is not going to cut it. The NPC will be out of HP by the end of battle 2. Has anyone else run into this problem? If so, how did you handle it? I'm considering giving the NPC one surge per battle, and having him heal fully between battles. Another possibility is just to give him the number of surges that he'd have if he was a full PC. Not sure which would be better. The former requires less bookkeeping, while the latter seems more fair.

But basically I would use whatever you feel helps your story. If this NPC is a famous guard captain known for his toughness then give him more surges, if he is a frail wizard known for his wisdom then it isn't really justified. If he's a dime a dozen sell-sword then one should be fine, but if you have him defined as a cut above well then surges is one way you can make this clear to the players.

Dark Archive

Thurgon wrote:
But basically I would use whatever you feel helps your story.

This. The PCs are, to me, always the stars of the game.

RPG Superstar 2009 Top 32

Thanks for the replies, guys! I had been considering the DMG2, and I have a B&N gift card burning a hole in my pocket. I think I know what I'll invest in!

Quote:
If this NPC is a famous guard captain...

Haha, that's almost spot on! He's a grizzled tough sergeant in charge of a border fort. The concept of the adventure is that he's the last survivor of an attack on the fort, and the party needs to escort him to the nearest city to provide his report.


Paul Worthen wrote:

Thanks for the replies, guys! I had been considering the DMG2, and I have a B&N gift card burning a hole in my pocket. I think I know what I'll invest in!

Quote:
If this NPC is a famous guard captain...
Haha, that's almost spot on! He's a grizzled tough sergeant in charge of a border fort. The concept of the adventure is that he's the last survivor of an attack on the fort, and the party needs to escort him to the nearest city to provide his report.

Definitely recommend the DMG2, more so than the DMG1, but as for giving important NPC's extra healing surges is fine, just enough to keep them moving but not too many for them to overshadow the PC's. I'd also look to giving them ways to activiate their own healing surges.

Something like:-
Heroic vow- power (minor encounter)
By the brave heroes I stand behind I will not fall, will brave the fight and aid the cause.

Something like that.

RPG Superstar 2009 Top 32

If I remember correctly, NPC's have the second wind ability.


Paul Worthen wrote:
If I remember correctly, NPC's have the second wind ability.

That's correct. This is distinct from monsters, who cannot by default use Second Wind.


Scott Betts wrote:


That's correct. This is distinct from monsters, who cannot by default use Second Wind.

Heh.. As my holiday group only has two players, Companion characters was a great boon to me, throwing in a dwarven cleric and a wolf cohort for the ranger. However, the section on companion characters didn't say anything about Second Wind, so I didn't think they had one..


It depends -- do you want the players to have to take care of and look out for this NPC? Or do you want him to be a kind of side-kick?

In my current campaign, my players chose to take along an NPC priest into an undead infested dungeon. They knew that this NPC is a minion and that they're obligated to look out for him, and he hasn't died yet. If he gets hit, I'll let them heal him once for his one healing surge but two strikes is dead.

RPG Superstar 2009 Top 32

Tequila Sunrise wrote:
Or do you want him to be a kind of side-kick?

I want him to be more of a side-kick character. The party is obligated to travel with him early on, but then after that, they can order him off to do stuff or keep him around for some extra muscle.

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