healing surges for 3e / 3.5 / pf?


Pathfinder First Edition General Discussion


Adventure Path Charter Subscriber

not sure this is in the right forum...

is there an equivalent to the 4e healing surge in 3e/3.5/pf?


You mean a heal you can get that you can use all the time thats not class dependant? Nope! There are some in class ones like channeling or a barbarian rager power tree(which kinda sucks btw).


Adventure Path Charter Subscriber
MrSin wrote:
You mean a heal you can get that you can use all the time thats not class dependant?

oh, i should clarify: i mean a spell or ability that heals 25 (or some other) percent of a creature's total hit points.


messy wrote:
MrSin wrote:
You mean a heal you can get that you can use all the time thats not class dependant?
oh, i should clarify: i mean a spell or ability that heals 25 (or some other) percent of a creature's total hit points.

I know what healing surges are myself. To my knowledge there isn't something in PF that supports that. I'd suggest houseruling it and taking a swift action if you want.

Paladins can swift action lay on hands themselves if you want a character to play yourself that has something similar in RAW.

Liberty's Edge

It might be best suited for the House Rules forum.

If you mean Second Wind, there's nothing but it's easy enough to add. Given Pathfinder works on daily resources not encounters it should probably be a smaller number.

If you mean static numbers from healing spells that's also doable. It'd be easiest if was tied to the hit dice of a character rather than their hitpoints, as healing spells heal a different amount of dice. Cure light wounds would heal 1d10 for a warrior, 1d8 for a rogue, and 1d6 for the wizard (or static numbers based on the same, such as 6hp from a d10, which is half rounded up).


You can use a healers kit to Treat Deadly Wounds once a day and receive your level in hp or if you beat the DC by 5, level + ability bonus of healer. Technically, you can treat the wounds without the kit but take a -4 and you should have some roleplay explanation of how you're treating the wounds. Perhaps use of survival or knowledge nature to scrounge up available materials to substitute for kit.


Saker wrote:
Technically, you can treat the wounds without the kit but take a -4 and you should have some roleplay explanation of how you're treating the wounds.

"I ain't got no time to bleed."

Roleplay accomplished.


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"Shun the non believer!"


Just my view on this... nothing but opinion mind you :)

Healing surges in game could be useful to my groups because we tend to run the medic into the ground. I would not allow 'free' healing in a combat, but after a fight "taking a breahter" could work.

Imagine the party gets scuffed up and then after checking their security, they take a respite and heal say their level in HP, or maybe levelx2 with a Heal check. I don't think it would dramatically shift the game and it would give parties more longevity in the dungeon (not just their actual mortal coils ;) ) Also, it would encourage Clerics to be more Caster-rrific! and not just "Healing Batteries." One caveat to this would be requiring a Healing Kit as the 'tax' in resources.

Again, just an idea and not something I play with.

(I did houserule Channeling Bursts *add* the channeler's CHA mod to damage healed to make parties more durable ;) )

Liberty's Edge

I would love to see an idea like this fleshed out for PF.

One of the things that bugs me in Pathfinder is the tanking disparity. A melee character whose survivability comes from avoidance (high AC or miss chance) ends up being far more effective than one that relies on a pool of hit points (a barbarian). In addition, it's kind of ruins the thematic of 'being tough' as a barbarian.

Say you have a AC focused fighter standing alongside your typical barbarian. Throughout the course of an encounter, the barbarian loses half his hitpoints due to being hit. The fighter was only hit half as often so even if he's down a bigger percentage of his hit points, it takes less healing to get him back on his feet. The barbarian starts feeling a lot less heroic when he has to suck on a wand for 3 minutes after every fight to get topped off.

This is something that 4e handled a lot better. The high AC character required just as much healing as the low AC, high HP pool character. This leaves the HP character feeling 'tough' without looking like a burden.


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I too cry a little when I see strong barbarians whacking off with wands after a big fight.

I liked 4th edition Dungeons and Dragons healing surge and second wind solutions, however I hate the phrase "healing surge".

I think the iconic image of heroes binding their wounds after a fight is missing from 3rd edition Dungeons and Dragons, replaced by wands and potions, so I came up with the following pair of house rules.

Wound Dressing:
Any character can dress their wounds or those of another creature able to heal naturally. Dressing wounds restores 1d8 hp plus the Wisdom modifier (if positive) of the character doing the dressing. It takes ten minutes to dress one creature’s wounds. A character can restore a number of hp points per day via wound dressing equal to their Heal Skill modifier times two.

Breath Catching:
Catching one’s breath is a full round action that restores 1 temporary hit point per hit die of a creature plus their Constitution modifier (if positive) not to exceed the total amount of damage they have taken. Temporary hit points gained from breath catching last ten minutes. Breath catching can only be performed on oneself, and only once every ten minutes.

I have never playtested these rules so I don't know how they would perform. I think Breath Catching is workable but Wound Dressing would be pretty pointless if access to healing wands and potions isn't limited in some way.

Liberty's Edge

While it doesn't tie in with magical healing, you may find some use in Reserve Points from Unearthed Arcana (which luckily is Open Game Content and can be found here: http://dndsrd.net/unearthedInjury.html#reserve-points)

I used them in my 3.5 Freeport campaign and found they were very useful and turned what would have been a TPK into a capture and daring escape scene.


/FP.


Something like, if you did want to implement, "make a fort save against "x" dc, and the amount you succeed by is the number of dice you roll for a heal?


Well, it's not a percentage gain, but since you did mention 3.5...

A large number of crusader strikes included a component of healing in them, and their 9th level strike is high enough that unless something strange is going on it should be enough to heal at least a quarter of your hitpoints.

Warblades had Iron Heart Endurance, which as a swift action healed a modest amount. It wasn't anything to write home about, but a long gauntlet style battle it gives them some staying power they otherwise wouldn't have.

RPG Superstar 2011 Top 32

Healing surges, yuck!

This is one of the things that quickly turned our group off of 4e. At first blush, it seems like a great idea, since it keeps your characters going, bit it quickly degenerated into a tactical thing that kept removing tension and flavor. Oddly, once the stress of dying was lost, a lot of the roleplaying followed.

I would recommend adding more healing through variety and roleplay. Lots of classes add a little extra healing, witches and paladins for example. Sprinkling in healing magic, like potions and scrolls is a classic approach. You'd be surprised just how valuable loot becomes when a simple healing potion is included. Finally, NPCs and paraphernalia fill this role nicely when used properly... A rescued prisoner, a magical font or alter, unusual food and drink; for my gung ho party, I created a goblet that transforms gems into healing, the higher the gem value, the more healing is granted. Now, gems are highly praised treasure and it feels more organic than "surges".

Resist the urge for auto-healing, if you can. Your players will be happier, at least that's my experience.


surfbored wrote:
I would recommend adding more healing through variety and roleplay. Lots of classes add a little extra healing, witches and paladins for example. Sprinkling in healing magic, like potions and scrolls is a classic approach. You'd be surprised just how valuable loot becomes when a simple healing potion is included. Finally, NPCs and paraphernalia fill this role nicely when used properly... A rescued prisoner, a magical font or alter, unusual food and drink; for my gung ho party, I created a goblet that transforms gems into healing, the higher the gem value, the more healing is granted. Now, gems are highly praised treasure and it feels more organic than "surges".

Actually by adding it to classes it was the only way I could get players to use them and even then it was used far too sparingly. "Everyones bleeding out... but I could save the channel for later when we really need it!". YMMV.


You could just add little square blue containers with a blinking E on them in hidden compartments all over the dungeon.

Grand Lodge

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Powerthirst capsules?


Adventure Path Charter Subscriber
surfbored wrote:
Healing surges, yuck!

it wouldn't necessarily have to be an ability available to everyone. maybe there's a spell that could be created that heals 25% of the recipient's total hit points.


In a homebrew game, with a party that was exceptionally light on healing, I introduced a "healing surge" mechanic.

- full round action to perform
- causes an Attack Of Opportunity if threatened
- recover 25% of max hitpoints (round down) per one usage
- usable CHA+3 times per day (min 1 usage)

The full round action plus AOO gave it tactical action potential in combat, which I liked.

I started it as CHA+1 times per day, but adjusted it to CHA+3 times per day because the party was exceptionally healing void.


Adventure Path Charter Subscriber

what level would a spell be if it healed 25% of the recipient's hit points but was otherwise identical to cure light wounds?

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