Out of combat healing. Should PF2 take healing surges from 4E?


General Discussion


A simple suggestion for out of combat healing.

Healing surges.

Healing surge has a value 1/4 your max HPs

You can spend one healing surge after 10 minute rest.

Number of surges are determined by your class and your Con modifier.

Number of surges per day is equal to half the number of HPs that you get per level from your class,

That means 3 for sorcerer,wizard, 4 for rogue,cleric,druid,alchemist,bard, 5 for fighter,monk,paladin,ranger, 6 for barbarian,
modified with current Con mod.

Medicine can be used to boost a healing surge.
During someones break to heal up, you can try DC15+targets level medicine check.
Success heals up 50% of max HP of the target.
Raise DC by 5 each time for this kind of medicine checks until the next day(rest).
Critical failure also raises the DC by 5.


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Why?

Treat Wounds is looking good and feels less video game.


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Yeah it's much better just change from 10 minute to 1 hour and it's perfect.

Lyee wrote:

Why?

Treat Wounds is looking good and feels less video game.

The game it already feel like a video game, it seems obvious to me that it was one of the dev's goals to make it that way.

Otherwise it did not make sense to create the game using a treadmill system.


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Lyee wrote:
Treat Wounds is looking good and feels less video game.

I don't recall many video games with healing surges. Most of the time their innate health recovery systems are more like Starfinder's Stamina, in my experience.

That said - I completely agree. I think the Medicine skill based Treat Wounds is more "Pathfinder." Why add a new mechanic when Skills are right there?


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The Once and Future Kai wrote:
Lyee wrote:
Treat Wounds is looking good and feels less video game.

I don't recall many video games with healing surges. Most of the time their innate health recovery systems are more like Starfinder's Stamina, in my experience.

That said - I completely agree. I think the Medicine skill based Treat Wounds is more "Pathfinder." Why add a new mechanic when Skills are right there?

I'm going to have to double agree with the video game part, especially because people use it as an insult attempt to any mechanic they don't like WAY too much now.

Even the DnD 4e video games don't use Healing Surges

But just like I commented on Resonances (disregarding if the mechanic is bad or not is irrelevant). These mechanics which set limits on things are perfectly, with the right description, easily capable of being more in line with verisimilitude then being "video gamey". Why should I be capable of powering an unlimited amount of magic items? Why would magic items be capable of being powered by there original creation for thousands of years? things take energy to create effects, fantasy or not this is the common logic for all limitations to a setting.

Same goes with the body, it is very conceivable there is just a limited amount of times it can be forced to accelerate it's healing. Instead of banking on the small chance you critically fail to treat wounds to be your daily limit (which could Nat 1 on the very first roll, or last all day long) a limit on how much you personally could heal from it would be good, you could even add a healing cantrip that inefficiently draws on this limited usage as well (if more healing is desired) and finally with the changes they mentioned they were going to make to Resonance (only for permanently equipped items) it could serve as a limiter for Healing potions and elixir usage. And of course many spells (such as heal) supply that limited energy on it's own and don't drain this limit.

On the other hand this is PF2, so it is most likely (no matter how well the mechanic works) not a good idea. Some fans have 4e allergies a bit too much to ignore where the mechanic came from. On the Other hand if they have a general idea of how much they want people to heal between fights something like Starfinders stamina system might not be bad. (Or simply much flatter results from Treat wounds, such that it would either be useless to use more than 1 time in a row or a hard limit of once after each combat)


For all the things I didn't like about 4e, Healing surges were definitely not one of them. In fact, they solve the issues of fights being attrition vs fights that are dangerous in and of themselves, by having them do a bit of both in a satisfying way. Where I think 4e fell short on this was the fact that there were very few non-healing-surge based ways of regaining HP, but as long as 2e doesn't fall in that trap, I could see it working. That said, some form of modification to treat wounds is where they'll probably go, but at least to me, it runs in to the problem that I think some attrition, even if the game assumes full HP at each fight, is necessary to raise the tension.

And, yeah, I don't get the video-game comparisons. It's like people got it in their heads that 4e is video-gamey, so every mechanic it uses must be video-gamey, even though, actually, the 1e method of spamming cheap healing consumables is something I've experience far more in games than anything like healing surges.

Scarab Sages

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The Medicine skill and Healing Surges are, effectively, the same thing. Now all we need is a feat that lets you spend a Spell Point or Resonance to use it as an action in-combat and you have that basic 4e interaction.

The only difference is the context in which it's framed, and in that sense I think using the Medicine skill as a replacement for Surges is a nice flavor touch. I'd still prefer rituals, but it seems reasonable enough.

Sovereign Court

no!
There is enough 4E already in PF2.
Why not use potions or wands like PF1 groups with or without Clerics need to plan accordingly.

If your unit has no medic, you better learn what you can about healing and take lots of medical supplies (i.e. ranks in heal and magic healing.

Not everything in the game needs to be perfectly balanced for any group hardship in and out of game builds character(s)


Healing surges were one of my favorite things in 4e, so I have no problem with them.


Putting a hard cap on healing, as healing surges did in 4e, is one of the major backlash points against resonance. I personally hated the implementation, and I don't feel they'd do any good in PF2.

Scarab Sages

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I love the new Treat Wounds mechanic. At this point I am just hoping it makes it into the final product unchanged.


Healing Surges from 4e? No, probably not.

Healing, Stamina, and Hit Points from Starfinder? Yes.


Igor Horvat wrote:

A simple suggestion for out of combat healing.

Healing surges.

Healing surge has a value 1/4 your max HPs

You can spend one healing surge after 10 minute rest.

Number of surges are determined by your class and your Con modifier.

Number of surges per day is equal to half the number of HPs that you get per level from your class,

That means 3 for sorcerer,wizard, 4 for rogue,cleric,druid,alchemist,bard, 5 for fighter,monk,paladin,ranger, 6 for barbarian,
modified with current Con mod.

Medicine can be used to boost a healing surge.
During someones break to heal up, you can try DC15+targets level medicine check.
Success heals up 50% of max HP of the target.
Raise DC by 5 each time for this kind of medicine checks until the next day(rest).
Critical failure also raises the DC by 5.

They can't. So much of PF2 looks like 4th ed that taking healing surges would run into copyright problems


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Instead of 4e healing surges, how about more access to temporary hit points. Call it adrenaline, inspiration, vigor, luck or whatever. It serves as a buffer for the permanent hit points, allows for a longer adventuring day without having to take rest in between encounters and its not something that needs to be tracked in a real way. You have them in the encounter and then when the encounter ends there gone.


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thorin001 wrote:
So much of PF2 looks like 4th ed that taking healing surges would run into copyright problems

I'm surmising that you and I have very different recollections of Fourth Edition.


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thorin001 wrote:
They can't. So much of PF2 looks like 4th ed that taking healing surges would run into copyright problems

I mean, 13th Age straight up has "healing surges" and "encounter powers" (etc.) so I don't think that's going to be an issue.

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