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*Pathfinder & Starfinder
Encounter power buffs outside of combat
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<blockquote data-quote="Kitirat" data-source="post: 4158710" data-attributes="member: 7003"><p>I've been running lots of demos, played a few and run extended demos and this and the cleric "bonus healing" question have come up.</p><p></p><p>The answer for us has been, nothing stops them. Encounter is an easy thing to remeber, but think of the powers as "this ability lasts till you take a short rest" if it has a prolonged effect (which is not the case for any 1st level ability), those that do last most often are sustain minor's and thus as long as you forgo a minor action it stays up. </p><p></p><p>The one time it matters is paladin temp hit points. "what is to stop us from from just not resting and keeping the paladins 3 temp hit points up?" The answer again is nothing and it is not a gamist thing since it makes sense. Their per encounter abilities do not come back till they rest and their per encounter abilities that sustain do not fall till they rest (defined as actually sitting down for a few minutes to gather themselves, not just not doing anything or not being in combat for a sec.</p><p></p><p>The person this has the biggest effect on is the cleric who has lots of boon abilities that are based on combat. The most important is healing words which grants a 1d6+1+Chr or Wis (can;t remember which) to the use of a healing surge. So if the party wants to rest 15 minutes, the cleric effectively can use 6 of these instead of 2, and I do not consider it a problem (though there is always the chance of a random encounter). The net effect is the game still feels real and they get a few extra healing surges throughout the day (because they get a few extra hit points back from the healing words).</p><p></p><p>The final time I've seen it an issue is the clerics grants a free saving throw to ally when it hits spell (sacred flame I believe) which is worse as it is an at will ability. the ruling (which makes sense) is out of combat the cleric can, every round, provide an additional save to an ally as needed (for ongoing damage from traps or posion in your tavern drink, etc). This prevents silliness like "hey wench, come here, I have to hit you to save my friend". For the warlock killing something for the teleport, if he wants to run around with a bag of rats, well lucky him, but out of combat how big a deal is a 15 ft LOS teleport? I have not seen it an issues and when it comes up, if they want to port up a cliff, good for them and bad for the rat. </p><p></p><p>In combat however they have to focus on foes, so the warlock is not going to have time to get out a rat to port if enemies are on him (or he will get OOA's) and the cleric is not going to have the time to focus on just giving an ally a save (unless he has no enemies around him and is not threatened with them coming in). Stays simulationist and keeps with the rules.</p><p></p><p>See ya,</p><p>Ken</p></blockquote><p></p>
[QUOTE="Kitirat, post: 4158710, member: 7003"] I've been running lots of demos, played a few and run extended demos and this and the cleric "bonus healing" question have come up. The answer for us has been, nothing stops them. Encounter is an easy thing to remeber, but think of the powers as "this ability lasts till you take a short rest" if it has a prolonged effect (which is not the case for any 1st level ability), those that do last most often are sustain minor's and thus as long as you forgo a minor action it stays up. The one time it matters is paladin temp hit points. "what is to stop us from from just not resting and keeping the paladins 3 temp hit points up?" The answer again is nothing and it is not a gamist thing since it makes sense. Their per encounter abilities do not come back till they rest and their per encounter abilities that sustain do not fall till they rest (defined as actually sitting down for a few minutes to gather themselves, not just not doing anything or not being in combat for a sec. The person this has the biggest effect on is the cleric who has lots of boon abilities that are based on combat. The most important is healing words which grants a 1d6+1+Chr or Wis (can;t remember which) to the use of a healing surge. So if the party wants to rest 15 minutes, the cleric effectively can use 6 of these instead of 2, and I do not consider it a problem (though there is always the chance of a random encounter). The net effect is the game still feels real and they get a few extra healing surges throughout the day (because they get a few extra hit points back from the healing words). The final time I've seen it an issue is the clerics grants a free saving throw to ally when it hits spell (sacred flame I believe) which is worse as it is an at will ability. the ruling (which makes sense) is out of combat the cleric can, every round, provide an additional save to an ally as needed (for ongoing damage from traps or posion in your tavern drink, etc). This prevents silliness like "hey wench, come here, I have to hit you to save my friend". For the warlock killing something for the teleport, if he wants to run around with a bag of rats, well lucky him, but out of combat how big a deal is a 15 ft LOS teleport? I have not seen it an issues and when it comes up, if they want to port up a cliff, good for them and bad for the rat. In combat however they have to focus on foes, so the warlock is not going to have time to get out a rat to port if enemies are on him (or he will get OOA's) and the cleric is not going to have the time to focus on just giving an ally a save (unless he has no enemies around him and is not threatened with them coming in). Stays simulationist and keeps with the rules. See ya, Ken [/QUOTE]
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Encounter power buffs outside of combat
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