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*Pathfinder & Starfinder
Can you get too much healing?
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<blockquote data-quote="Doctor Proctor" data-source="post: 4736701" data-attributes="member: 78547"><p>Actually, there's an item in the AV that lets you do essentially that. It's a waist slot item called a Healer's Sash (p 166). As an At-Will you or an adjacent ally uses a Healing Surge but gains no benefit. This adds a charge to the sash. As an Immediate Reaction encounter power, when an ally suffers damage you can expend a charge from the sash and they gain HP equal to that of a healing surge plus an extra 1d6 (scales to 2d6 at level 21).</p><p></p><p>This is a great item for either a Defender, or a back row PC that doesn't get hit a lot. You add a charge or two to it (it resets to 1 charge after an extended rest, max of 5 at one time) and you can now provide some emergency healing to another PC that might be low on surges. It's a great way to spread around surges.</p><p></p><p></p><p></p><p>Yes and no. CapnZapp seems to be seems to be running <em>really hard</em> encounters that force the PC's to blow through a lot of surges. That means that if they take on another encounter after that, there's a good chance they might not survive because they had to blow all of their daily healing triggers just to stay alive, and therefore will only have access to a handful of heals. Sure, they can supplement with Healing Potions, but those heal a fixed amount of damage and many times can actually be <strong>worse</strong> than your surge value. This means that they'll burn through their remaining surges even faster, and won't get very effective healing out of them.</p><p></p><p>So, say they have PC's, one Cleric and 4 MCing into Cleric. If, in the first encounter, they blow through both Healing Words and 3 of the daily heals, then in the next encounter they'll only have access to the two Healing Words and 1 daily heal. So they're at a little over half the healing capacity (5 heals burned in the first, max of 3 left in the second).</p><p></p><p>If we also assume that the Cleric has more than just Healing Word, and that Second Wind was used on multiple characters along with possibly some Healing Potions, it's entirely likely that a character might be below 50% of his surges. If so, he cannot take the same amount of damage in the second encounter because of the reduced healing effectiveness due to relying on Healing Potions. As such, it's very risky and someone will probably die. So why go on? It just makes more sense to rest at that point.</p></blockquote><p></p>
[QUOTE="Doctor Proctor, post: 4736701, member: 78547"] Actually, there's an item in the AV that lets you do essentially that. It's a waist slot item called a Healer's Sash (p 166). As an At-Will you or an adjacent ally uses a Healing Surge but gains no benefit. This adds a charge to the sash. As an Immediate Reaction encounter power, when an ally suffers damage you can expend a charge from the sash and they gain HP equal to that of a healing surge plus an extra 1d6 (scales to 2d6 at level 21). This is a great item for either a Defender, or a back row PC that doesn't get hit a lot. You add a charge or two to it (it resets to 1 charge after an extended rest, max of 5 at one time) and you can now provide some emergency healing to another PC that might be low on surges. It's a great way to spread around surges. Yes and no. CapnZapp seems to be seems to be running [I]really hard[/I] encounters that force the PC's to blow through a lot of surges. That means that if they take on another encounter after that, there's a good chance they might not survive because they had to blow all of their daily healing triggers just to stay alive, and therefore will only have access to a handful of heals. Sure, they can supplement with Healing Potions, but those heal a fixed amount of damage and many times can actually be [B]worse[/B] than your surge value. This means that they'll burn through their remaining surges even faster, and won't get very effective healing out of them. So, say they have PC's, one Cleric and 4 MCing into Cleric. If, in the first encounter, they blow through both Healing Words and 3 of the daily heals, then in the next encounter they'll only have access to the two Healing Words and 1 daily heal. So they're at a little over half the healing capacity (5 heals burned in the first, max of 3 left in the second). If we also assume that the Cleric has more than just Healing Word, and that Second Wind was used on multiple characters along with possibly some Healing Potions, it's entirely likely that a character might be below 50% of his surges. If so, he cannot take the same amount of damage in the second encounter because of the reduced healing effectiveness due to relying on Healing Potions. As such, it's very risky and someone will probably die. So why go on? It just makes more sense to rest at that point. [/QUOTE]
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Can you get too much healing?
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