Trouble with Short Rest and Healing Word

I also didn't really enjoy this option, and for me I felt as though it slowed down the time at the table. It became, at least when I saw it, a book keeping exercise during which the cleric had to get everyone's hit point totals so he could heal the lowest hit points first, and then debate with players who were close over who got healing and who didn't (not within a role-playing context but in an out-of-game sense).

This then turned our short rests into a battle of attrition for the cleric's healing. In addition, some members of the party would be opposed to such prolonged rests in the first place. The group was fairly new to the game, so the encounters themselves were fairly demanding on some players, while others would emerge completely unscathed.

For me the issue isn't the in-game time needed to keep track of everything, but the unneeded book keeping aspects of how many uses of this power does the cleric have, who gets 'em, how much of a bonus does it really account for, etc.
 

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I also didn't really enjoy this option, and for me I felt as though it slowed down the time at the table. It became, at least when I saw it, a book keeping exercise during which the cleric had to get everyone's hit point totals so he could heal the lowest hit points first, and then debate with players who were close over who got healing and who didn't (not within a role-playing context but in an out-of-game sense).

This then turned our short rests into a battle of attrition for the cleric's healing. In addition, some members of the party would be opposed to such prolonged rests in the first place. The group was fairly new to the game, so the encounters themselves were fairly demanding on some players, while others would emerge completely unscathed.

For me the issue isn't the in-game time needed to keep track of everything, but the unneeded book keeping aspects of how many uses of this power does the cleric have, who gets 'em, how much of a bonus does it really account for, etc.
I've been considering telling my players they're not allowed to tell each other their character's hit point totals. It is metagaming in a way and it would mean that they would have to roleplay out-of-combat healing (they'd have to describe to the cleric how hurt their character is without saying "I need x or y points of healing"). It might not work for every group (I'm not sure it would work for my group, for that matter, which is probably why I haven't done anything yet).

Just thought I'd throw it out there, though ...
 

My players don't do this. I think they fear if the cleric uses Healing Word outside of combat, they might encounter something else in the next 5 minutes, which would mean they have to get through the fight without any Healing Words. However if they are camping, or if they are in town, some place relatively safe, the cleric will use Healing Word as often as she can. I haven't had to impose any artificial ruling on top of this.
 

"We can't rest here, 'wandering' monsters will somehow find us" - glares at DM

Well, if they're spending half an hour hiding out in a room in a heavily-fortified stronghold-of-evil type place, it doesn't seem unreasonable that some of the inhabitants might occasionally wander into that room.

That never happening would seem as weird to me as it always happening.

But as for it being a reasonable use of powers to let the cleric buff healing between combats... seems perfectly sensible to me. Provided they realise that sometimes (not all the time, but some of the time) someone's going to interrupt 'em.
 

I just want to re ask the same question pukunui did at the end of the last page - how did your group get through to level 3 with only 1 extended rest?

"During their first adventure the party never slept between levels 1 and 2 and only rested once between levels 2 and 3. Is this what was intended?"

Either they are not using their healing surges properly when using the healing word power, or your encounters are far to easy (which if they are to easy they won't need to be healed, which means that your original problem doesn't occour.

Even the toughest defender only has about 10 healing surges a day, and I would expect a defender on average to use up 2-3 surges for a even level fight, which means that he would run out after about 4 encounters. It should take 10 encounters (on average) to level up.

Something is wrong in your party I think, and it's not using clerical healing out of combat.
 

I do think it's important to note that the answer is not necessarily to nerf the abilities or punish the players - they have a tool and they feel stupid not using that tool. It's not unbalanced, but it does eat up game time and is clunky in use.

So you just need to make short rests and people spending their own surges (which is much faster and doesn't require discussion at the table) at least as (or more) valuable than using healing word effects.
 

I don't really see the game-breaking or story-breaking factor to the cleric Healing Word outside of battle.

It kinda makes sense that having a divine doctor walk around after a battle and tend everyones wounds would help you adventure longer into the day but require a bit longer of a rest for him/her to get to everyone.

DS
 

It doesn't take quite as long as you think it does.

BATTLE - Use your 2xhealing words during the fight or immediately afterwards.
5 min short rest
6 seconds - Spend 2 x healing word
5 min short rest
6 seconds - spend 2 x healing word
5 min short rest
Ready to Fight Again


In threat areas I would return to an old 1E tried and true stand-by: The Wandering Monster Die. Roll a D6, recharge roll style. In low threat areas, a 6 indicates a wandering monster. In medium threat areas, a 5-6. In high threat areas, a 4-5-6.

If you have a wandering encounter prepped ahead of time, great, use it. If you don't, then charge everyone 1 healing surge, narrate a scuffle with some guards and move on.

If the players KNOW the risk of an encounter then they'll weigh their options and its a choice, not a "glaring threat." I see it working out like this:

Fighter: "Hey, let's take an extra 5 minutes. I've taken a lot of damage and want to get some Healing Words."
Cleric: "Alright."
Wizard: "Wait, DM, is this area secure?"
DM: *checks dungeon key* "You dispatched these guards quickly before they could sound the alarm. But, your recon of the castle showed that there are some roving patrols. Right now its a low threat area."
Cleric: "Do you think we can risk it?"
Fighter: "If you want me to be hale and hearty with surges left at the end of the day for the fight with the Evil Duke, I'll need the Healing Words."
Wizard: "Alright, let's take the risk."
 

My only objection is with respect to added calculation required to determine how many words are needed, who should get them in what order, how many extra rests are taken, and what state the party is in if they should be attacked.

I _really_ like the idea of 'we rest for 5 minutes and we're good to go' with a lot less fuss.

That said, I like the threat/surge type mechanic.
 

Well, if they're spending half an hour hiding out in a room in a heavily-fortified stronghold-of-evil type place, it doesn't seem unreasonable that some of the inhabitants might occasionally wander into that room.

That never happening would seem as weird to me as it always happening.

Weirder still if they got in a fight and the sounds of battle didn't bring the entire army of evil types down on top of them. If the villians are so uninterested in plate armor wearing people stomping around at high speed shouting battle cries and blocking blows with their shield which can double as a steel drum, why would they be interested in people taking a quite snooze?
 

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