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<blockquote data-quote="smbakeresq" data-source="post: 7480612" data-attributes="member: 28301"><p>"Standard" isn't standard, its recommended, and the designers themselves have said then game is not balanced that way in various places. Not all the encounters are combats like I stated. There is a thread on this board that running more encounters makes the games better and makes the play better. If you play properly as a group (play well) and as conserve resources (play well) and know how to best overcomes encounters (play well) 12-18 encounters between long rests is harder, more tactical and more strategic but doable and more intense since your PC are at risk. 6-8 encounters makes it means everyone lives all the time unless you get very unlucky. 12-18 means your mistakes get punished. Try it in your group, and watch people lose their s**t about having to manage resources. That's GREAT, you want people on the edge and as a player the game isn't fun to me unless someone is rolling a death save every adventuring day. I have never finished a full adventure path (1-13+) with a group that didn't feature a few deaths among party members.</p><p></p><p></p><p>You compared the spell to a feat. The feat is worth way more if used correctly, the more you use it the lower its cost. That's why ABI in your prime stat is the standard to which feats are measured, you use it more then anything else. Using something every rest that saves another resource (spell slots) is a very valuable thing. If you use healing spirit every rest, then taking Inspiring leader means an extra 2nd level spot every rest, so another Hold Person or Heat Metal (concentration spells) that end combat sooner and saves resources. Feats are big, but you only need 2 (maybe3) to get to 20 in your ABI, that leaves 2 more for you to use. Someone in the group should take Inspiring Leader (its great for RP to, if you are a Paladin act like one at the table) and Healer feats. In my group the monk took healer at first level since they came from a monastery that was famous for herbalists and the Crown Paladin took the inspiring leader feat. Either of those at first level does wonders for the groups survivability. </p><p></p><p></p><p>I addressed non - combat use, Inspiring word is better then too. </p><p></p><p>You use healer kits to recover HP with the Healer feat, I though that was obvious, its my mistake if it wasn't. You can use healing kit right before rest and then right after. A healers kit is 5 gp and can be used 10 times with healer feat, that's 10 x (Level+4+d6). Something that cheap should be stocked up on in any sort of fantasy town or cobbled together from various shops or even found in dungeons, bad guys need healing also. Your DM can also add various things to treasure that increase its effectiveness once he knows someone has that feat. A PC wizard put downtime into premade bandages and used mage hand to slap them on from a distance. I thought it was a good idea. </p><p></p><p>Herbalism is a very important thing to get from a background since you can create healing potions and antitoxin. So a background can get you Herbalism proficiency and the kit costs you 5 gp so you can make potions at half price. Finding ingredients can be road encounters, and Xanthars has rules and costs and making healing potions. A pc with this skill would certainly harvest exotic creatures for materials like trolls blood. Downtown is there for reason, make sure you use it. If not Herbalism is wasted.</p><p></p><p>Yes, HD can be used for healing, and if its 4-6 encounters between rests to spend them and 12-18 before you get half of them back then you better manage resources correctly, better find non-magical, non-rest solutions like Healer and Inspiring leader, and better realize that you don't get to go into every encounter at full health ready to use half your abilities because another rest is only 1 more encounter away. There will be some non-player healing around sometimes also for tough dungeons, like the fountain in PoTA: "An ancient blessing provides the fountain with modest healing powers; anyone who drinks from it gains the benefits of having finished a short rest, but an individual who benefits from the fountain’s magic can’t do so again for 24 hours." </p><p></p><p>I don't see it getting abused. Using to heal during combat is one less heat metal or hold person to fight against, less rounds of a druid wild shaped into something tearing into something, etc. Using during rest means the PC burned a 2nd level spell before the next encounter even started. </p><p></p><p>What I see getting far more abused is resting (or expecting to do so) in the middle of an active dungeon after 2 encounters or making a pact with an entity in the Shadowfell then abandoning it to pursue another profession (proliferation of Hexblade 1/anything X MC.)</p></blockquote><p></p>
[QUOTE="smbakeresq, post: 7480612, member: 28301"] "Standard" isn't standard, its recommended, and the designers themselves have said then game is not balanced that way in various places. Not all the encounters are combats like I stated. There is a thread on this board that running more encounters makes the games better and makes the play better. If you play properly as a group (play well) and as conserve resources (play well) and know how to best overcomes encounters (play well) 12-18 encounters between long rests is harder, more tactical and more strategic but doable and more intense since your PC are at risk. 6-8 encounters makes it means everyone lives all the time unless you get very unlucky. 12-18 means your mistakes get punished. Try it in your group, and watch people lose their s**t about having to manage resources. That's GREAT, you want people on the edge and as a player the game isn't fun to me unless someone is rolling a death save every adventuring day. I have never finished a full adventure path (1-13+) with a group that didn't feature a few deaths among party members. You compared the spell to a feat. The feat is worth way more if used correctly, the more you use it the lower its cost. That's why ABI in your prime stat is the standard to which feats are measured, you use it more then anything else. Using something every rest that saves another resource (spell slots) is a very valuable thing. If you use healing spirit every rest, then taking Inspiring leader means an extra 2nd level spot every rest, so another Hold Person or Heat Metal (concentration spells) that end combat sooner and saves resources. Feats are big, but you only need 2 (maybe3) to get to 20 in your ABI, that leaves 2 more for you to use. Someone in the group should take Inspiring Leader (its great for RP to, if you are a Paladin act like one at the table) and Healer feats. In my group the monk took healer at first level since they came from a monastery that was famous for herbalists and the Crown Paladin took the inspiring leader feat. Either of those at first level does wonders for the groups survivability. I addressed non - combat use, Inspiring word is better then too. You use healer kits to recover HP with the Healer feat, I though that was obvious, its my mistake if it wasn't. You can use healing kit right before rest and then right after. A healers kit is 5 gp and can be used 10 times with healer feat, that's 10 x (Level+4+d6). Something that cheap should be stocked up on in any sort of fantasy town or cobbled together from various shops or even found in dungeons, bad guys need healing also. Your DM can also add various things to treasure that increase its effectiveness once he knows someone has that feat. A PC wizard put downtime into premade bandages and used mage hand to slap them on from a distance. I thought it was a good idea. Herbalism is a very important thing to get from a background since you can create healing potions and antitoxin. So a background can get you Herbalism proficiency and the kit costs you 5 gp so you can make potions at half price. Finding ingredients can be road encounters, and Xanthars has rules and costs and making healing potions. A pc with this skill would certainly harvest exotic creatures for materials like trolls blood. Downtown is there for reason, make sure you use it. If not Herbalism is wasted. Yes, HD can be used for healing, and if its 4-6 encounters between rests to spend them and 12-18 before you get half of them back then you better manage resources correctly, better find non-magical, non-rest solutions like Healer and Inspiring leader, and better realize that you don't get to go into every encounter at full health ready to use half your abilities because another rest is only 1 more encounter away. There will be some non-player healing around sometimes also for tough dungeons, like the fountain in PoTA: "An ancient blessing provides the fountain with modest healing powers; anyone who drinks from it gains the benefits of having finished a short rest, but an individual who benefits from the fountain’s magic can’t do so again for 24 hours." I don't see it getting abused. Using to heal during combat is one less heat metal or hold person to fight against, less rounds of a druid wild shaped into something tearing into something, etc. Using during rest means the PC burned a 2nd level spell before the next encounter even started. What I see getting far more abused is resting (or expecting to do so) in the middle of an active dungeon after 2 encounters or making a pact with an entity in the Shadowfell then abandoning it to pursue another profession (proliferation of Hexblade 1/anything X MC.) [/QUOTE]
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