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General Tabletop Discussion
*Dungeons & Dragons
breaking the healing rules with goodberries
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<blockquote data-quote="GMforPowergamers" data-source="post: 6685840" data-attributes="member: 67338"><p>yes, as I said in the OP as you level I at least have found planning and easy travel to be easier, and the higher the level the more abusive it is... also remember day 1 in a dungeon or traveling is the biggest, but not nessacarly the only time it works...</p><p></p><p></p><p></p><p></p><p></p><p>at levels 1-5 I assume few casters go to bed with more then 1 slot left most adventureing days... but what about after. If we end the day and I have a 2nd and a 3rd level spell left there is no reason not to just pop them for 10 berries at 5hp each and 10 at 6hp each... it isn't huge but it is more then any other combo can give.</p><p></p><p></p><p>AND to both 1 and 2 remember if a dungeon or adventure has 15 encounters, 13 pure combat 1 could be combat or RP, and one just a trap that can be spread over multi days and assumes most parties can't do more then 6-9 combats in day... this refreshing of hp for no resource cost could still make a HUGE difference day 1...</p><p></p><p>party with out trick may do 3 encounters then a short rest then 3 encounters then a short rest then 2 encoutners and take a long rest...only getting half way like the designers intend.</p><p></p><p>the party with the trick hits every encounter at full hp, if that is enough as I think it would be you could do 5 encounters then a short rest, then 5 encounters and a short rest then do 3 encounters and a long rest... you hit those last 2 encounters MUCH more healthy and resources in this scenario</p><p></p><p> it allows to spread the short rest and improve there results...</p><p></p><p></p><p>anything CAN be adjusted at home games...</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 6685840, member: 67338"] yes, as I said in the OP as you level I at least have found planning and easy travel to be easier, and the higher the level the more abusive it is... also remember day 1 in a dungeon or traveling is the biggest, but not nessacarly the only time it works... at levels 1-5 I assume few casters go to bed with more then 1 slot left most adventureing days... but what about after. If we end the day and I have a 2nd and a 3rd level spell left there is no reason not to just pop them for 10 berries at 5hp each and 10 at 6hp each... it isn't huge but it is more then any other combo can give. AND to both 1 and 2 remember if a dungeon or adventure has 15 encounters, 13 pure combat 1 could be combat or RP, and one just a trap that can be spread over multi days and assumes most parties can't do more then 6-9 combats in day... this refreshing of hp for no resource cost could still make a HUGE difference day 1... party with out trick may do 3 encounters then a short rest then 3 encounters then a short rest then 2 encoutners and take a long rest...only getting half way like the designers intend. the party with the trick hits every encounter at full hp, if that is enough as I think it would be you could do 5 encounters then a short rest, then 5 encounters and a short rest then do 3 encounters and a long rest... you hit those last 2 encounters MUCH more healthy and resources in this scenario it allows to spread the short rest and improve there results... anything CAN be adjusted at home games... [/QUOTE]
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