Monday, 31 May 2010

Healing Surges : Good or bad?

We recently had a typical D&D session involving a large combat, lots of damage being dished out and several players reaching 0 hit points before receiving Healing Surges and getting up as if nothing had happened. Surges were a new concept introduced in 4th Edition and for some old warhorses like me they just don’t sit right. I discussed this with the EvilGM and here’s the essence of that conversation:



EvilGM: I must admit, healing surges were one of the things I really didn't like when I first saw 4e. Potentially a first level fighter might have 28 hp and 9 healing surges, each restoring 7 hp. That gives (9 x 7) =63 + 28 = 91 hit points for a first level character - preposterous! And the idea that classes other than clerics could be healing characters really rankled. And as for starting each new day at full hit points and healing surges? Ridiculous! But now I'm used to the new rules, I prefer them.

I guess it was a mind set thing that only clerics healed and it took a long while for higher level PC's to regain their HP’s. But did it really add to the game? I remember as DM having to throw in loads of potions of healing and scrolls, or as a player my PC waking up with only half hit points and deciding to camp where we were for another day or two to recuperate. And of course the cleric PC was regarded as a walking first aid box.

BigLee: As a player I like Healing surges (they have saved my bacon many a time) but I still find it hard to reconcile the idea that any character has a self healing capacity. Of course the concept of healing surges is supposed to reflect vigour and determination (shrugging off wounds in the heat of battle) which I can accept… but what about when the battle ends. Surely when adrenalin levels return to normal the true effect of wounds will be felt and the PC would drop to the floor through shock and blood loss. Without this negative, real world effect, Healing Surges become a magical element rather than a physical one. And if they are magical in nature, doesn't that fundamentally change every campaign setting they have ever been used in and undermine the whole purpose of the Cleric in the party?

Evil GM: Hmm, I'm not sure I totally agree with you though. Would the after effects be that debilitating? If the combat was a particularly brutal one leaving the PC's with broken bones and internal bleeding, absolutely! As soon as the adrenalin levels dropped so should our PC's as shock and blood loss kicks in. But remember the PC's are generally the victors, would they be that badly used? As long as the PC isn't dropped I'd have no problem assuming the hit point loss reflects fatigue more than anything else, and after a short break they are fully recovered. Without 'divine magic' to explain the 'miraculous' recovery it does seem somewhat far fetched.On the other hand, what would we prefer? We could easily apply penalties on a PC to reflect his pain and injuries, but its not much fun to play a less effective character.

BigLee: I've no desire to see the rules made more complex but it still doesn't sit right with me that PC’s can take massive wounds, be dragged to the threshold death, recover and then be fighting like nothing is the matter a few seconds later. I know its a fantasy setting but I’ve always thought of Magic as another layer of Physics superimposed over other real world laws - like Gravity and Relativity - even fantasy creatures can be explained as wierd branches of evolution. Given this ‘real’ world framework it seems to be a bit if a cop-out to not have a better explanation of how healing Surges work in a D&D setting.

I can believe in a cleric calling on his god to summon healing power (using the ‘force’ if you like) to cure someone, but the undefined semi-magical healing bonus that is the Healing surge stretched physics (both real and magical) to the limit. In some ways this goes back to my argument last week that 4E isn't D&D any more… how many conventions of the original game can you break before it ceases to be the same game?

EvilGM: To be honest I think it comes down to playability vs realism. The 4e position makes no excuses for realism and goes straight for playability. With 'healing' now more akin to 're-invigorating' you enter each encounter refreshed in terms of hp and start each new day at full strength - even if there is no divine spell caster to 'miracle' you back to full health. But while I think this is reasonable in realism terms if the PC's don't suffer a bit of a bashing, it does stretch the limits of believability that the PC's might have been at deaths door one encounter, then bounce back with no noticeable after effects in the next combat five minutes later.

BigLee: I think many players are not comfortable with healing surges as a concept but were stuck with them if we want to play 4E. So how do we use them more creatively? I originally thought there were too many healing surges, because we have never reached a point where a PC has run out. But maybe they just need to be used more creatively by the GM as non combat penalties for things like poison, fatigue, environmental conditions etc. or even as a reward mechanism under certain circumstances.



The DMG suggests using healing surges as a non combat penalty for failure in some skill challenges. For example moving through the Underdark a failed skill check results in an encounter with noxious gases or a rock slide. Rather than applying hit damage the PC's suffer a healing surge penalty instead. Another suggested use is to represent the progress of a disease or of poison. Some curses and monster powers already exist that effect Healing Surges. Some reduce the HP's regained from healing surges. Others prevent the spending of healing surges or limit the PC's to one surge per encounter.

In almost any any encounter or situation healing surges can be used as a superior penalty to having something deal actual damage. The important point to remember is that this penalty is cumulative and could have a significant effect on any major combat encounter later in the day. The possibilities are quite literally endless, and will undoubtedly add an extra dimension to the game.

Sunday, 30 May 2010

Big Picture : Trafalgar

This is a very impressive Trafalgar game, recreating the famous victory by Nelson in 1805. Run by North London Wargames Group it won Best Demonstration Game at Salute 2005.
From The Big Picture

Friday, 28 May 2010

The 10 Foot Pole

I remember writing up my first D&D character (a Conan rip-off called Vulcan the Slayer) and kitting him out with all the essential equipment. I looked down the list of items I could buy and scratched my head bemused when I got to "10 Foot Pole"... It isn't even in the 4E equipment list so why was it dropped?

One obvious answer might be that lugging a 10' pole around isn't practical or, for that matter, realistic. It did strike me as somewhat incongruous when I first saw it all those years ago. "For an item with such a limited range of uses it was considered an essential piece of equipment for a long time. Not a lot of people realise this, but it was also an intensely magical item. It had the ability to disappear in combat or when running or when traversing narrow tunnels and only reappeared when you wanted to prod that pile of rags 10 feet away! " [The EvilGM]

The long lost 10’ Pole is not just a piece of equipment, it’s also a metaphor for the changes that D&D has gone through on its journey towards 4th edition. Once upon a time overcoming obstacles was more about description, storytelling and problem solving than dice rolls. In those games a 10' pole could be a useful adventuring tool. But it started to loose its universality as character specialisation introduced rules that defined the differences between the Classes and how they carried out their specific skills. The Rogues Find/Remove Trap skill introduced in 2nd Edition is an early example. By 3rd Edition the Search skill further reduced the need for players to describe the nature of their investigations by reducing it to a proactive (the player proposed it) dice roll. This has been taken even further in 4E because now its an unconscious (the GM suggests it) Passive Perception roll.

I do recall one edition having a ten foot pole that came in 2’ lengths that screwed together - a bit more practical then the original version – but even that seems to have gone by the wayside in current equipment lists. So in an attempt to encourage its reintroduction to the game here are ten suggested uses for a 10ft Pole.

  1. The obvious and classic use for a 10' pole is for springing traps such as floor tiles from a safe distance. Similarly it could be used to push open doors that you suspect of being magically trapped. I recall using a pole to open a door that had an Arcane Mark on it. Needless to say the 10ft pole wasn't 10ft long when I'd finished.
  2. Lash a knife to the end and you have a long spear. Alternatively...buy a long spear and use it as a pole.
  3. In an emergency, and where wood is scare, its a portable campfire.
  4. Use to 'lock' doors that have lost the original locking bar. Not as strong as the original but it might buy you a few seconds.
  5. Placed upright into the ground it becomes the centerpiece of a gentleman's nightclub (think about it).
  6. A makeshift washing line after falling into the river. It could also be used to hang metal equipment from in camp, rather than leaving it on the ground where the morning due would rust it.
  7. Combined with a suitably large piece of material it can be used as a tent pole to make a Tepee style shelter.
  8. In conjunction with a rock or other fulcrum it can be used as a lever to move heavy objects such a boulders.
  9. Checking the depth of muddy water such as when the PC's are making their way across a swamp. It's time consuming but better than stepping in a 6ft deep puddle.
  10. As a map making aide the Pole becomes a way to accurately measure the size of rooms.

The 10 Foot Pole may seem like a very archaic and impractical piece of equipment but I think it still has a role to play in D&D. My current 4th Edition PC, Uthek, will be shopping for a collapsible version as soon as he's back in a city.

Wednesday, 26 May 2010

Wargames Illustrated 272

I received my copy of Wargames Illustrated (issue 272) yesterday and as usual I was not disappointed. This months theme is Napoleonic and focuses on the often complex political landscape and loyalties of that period. Like many gamers I enjoy looking at Napoleonic display games with their brightly coloured ranks of soldiers and regimental colours. This issue is full of full colour pictures to whet your appetite and stimulate the senses.

Whether you play the period or not I defy anyone not to find something of interest in this issue.

  • FIGHTING FOR KING AND COUNTRY - An Introduction to Napoleonic Europe and the thread that runs through the magazine, the career of Wilhelm von Dörnberg.
  • OLD SOLDIERS NEVER DIE - Lübeck 1806 is a scenario fighting one of von Dörnberg’s early battles.
  • CREATING A KINGDOM: WESTPHALIA - The Kingdom of Westphalia was the centrepiece of the Confederation of the Rhine and this article looks at its rise and fall.
  • THE BATTLE OF LEIPZIG - The largest of Napoleon’s battles. An excellent photo-report of a recreation of this battle.
  • GRENADIER A PIED DE LA GARDE IMPERIALE - Napoleon’s elite infantry.
  • PROJECT HOUGOUMONT -Here’s how you can get involved with the project to renovate Hougoumont Chateau.
  • THE DEVELOPMENT OF FOG: RENAISSANCE - Author Richard Bodley Scott walks through the development and game-play of the soon-to-be-released rules.
  • WARGAMING THE ROMAN ARMY - PART 1 - The first of two article looking at the development of the Roman army, from the foundation of Rome to the decline of the Empire.
  • GREAT WARRIORS: BERDAN'S SHARPSHOOTERS - Part of an occasional series.
  • ON PATROL WITH THE DEVIL'S BRIGADE - A Flames of War scenario for WWII Italy.
  • WASHING THE SPEARS WITH THE MATABELE - The military history of a warrior nation.
  • HOW TO BUILD A DUTCH WINDMILL - An excellent building guide.


As an added bonus this months issue comes with this excellent Osprey guide absolutely free. I'm not about to rush out and buy a Napoleonic Army (despite the excellent range of choices in both metal and plastic now available to gamers) but I'm still looking forward to reading this guide.