CapnZapp
Legend
As discussed over at 4E Rules in the http://www.enworld.org/forum/d-d-4th-edition-rules/252428-healing-outside-combat.html thread, there's a fundamental disconnect between the simplicity promised and the eventual reality of maximized behavior.
What the rules tell you is that during* a short rest you regain encounter powers and may spend healing surges to restore hit points.
*) Really, it's after because you don't get a 60% refill if you only make a 60% rest. But conceptually it's easier to say you're recuperating during your rest and not after.
In practice, however, no-one wants to spend a "plain" surge when they a minute ago, during the fight, got a bonus d6 from their Cleric's power.
And so it starts. The simplicity of the short rest breaks down when the cleric starts to use his powers outside of encounters ("during the rest"), which means you need to start keep track of how many short rests actually required for the cleric to "top up" each and every healing surge that needs to be used.
And to add insult to injury, the designers actually encourage this kind of behavior, adding feats in PHB2 that further enhance healing during rests.
In the end, the short rest is no longer the respite from the accounting I hoped it would be... instead players are busy calculating exact hp totals, and exactly how many minutes they're resting (one short rest, two short rests, three short rests...)
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This saddens me, because there is a much more elegant solution that allows us to stick to the simple beauty of the uncountable short rest.
If you have any healer in your group, simply assume every healing surge used benefits fully from its bonus. No actual powers are expended.
Meaning if you have a level 1 Cleric, add a d6 + the Cleric's Wis mod. If you have a level 11 Warlord, add 3d6 to each healing surge. If your healer is a level 21 Bard, add 4d6 + the Bard's Cha mod. And so on. (Thus "healer" above is defined as "a character class with a healing class feature")
Essentially, I'm giving free use of the "... Word" powers between encounters. In return I expect my adventurers to accept that short rests are always the standard, what?, two to five minutes undefined. There isn't anything to be gained by lingering.
If they need to use another encounter power (not the class feature healing) during their short rest (perhaps because it brings additional healing or provides other benefits, I don't know) then they have to accept that this power will be unavailable during the next fight (as it's already been used up).
In essence, I propose taking a short rest after a short never gives any kind of benefit, so there are no reasons for ever doing so. It keeps short rests simple, and cut down on administration. But I propose to do so without hosing adventuring parties which include Leaders
What the rules tell you is that during* a short rest you regain encounter powers and may spend healing surges to restore hit points.
*) Really, it's after because you don't get a 60% refill if you only make a 60% rest. But conceptually it's easier to say you're recuperating during your rest and not after.
In practice, however, no-one wants to spend a "plain" surge when they a minute ago, during the fight, got a bonus d6 from their Cleric's power.
And so it starts. The simplicity of the short rest breaks down when the cleric starts to use his powers outside of encounters ("during the rest"), which means you need to start keep track of how many short rests actually required for the cleric to "top up" each and every healing surge that needs to be used.
And to add insult to injury, the designers actually encourage this kind of behavior, adding feats in PHB2 that further enhance healing during rests.
In the end, the short rest is no longer the respite from the accounting I hoped it would be... instead players are busy calculating exact hp totals, and exactly how many minutes they're resting (one short rest, two short rests, three short rests...)
---
This saddens me, because there is a much more elegant solution that allows us to stick to the simple beauty of the uncountable short rest.
If you have any healer in your group, simply assume every healing surge used benefits fully from its bonus. No actual powers are expended.
Meaning if you have a level 1 Cleric, add a d6 + the Cleric's Wis mod. If you have a level 11 Warlord, add 3d6 to each healing surge. If your healer is a level 21 Bard, add 4d6 + the Bard's Cha mod. And so on. (Thus "healer" above is defined as "a character class with a healing class feature")
Essentially, I'm giving free use of the "... Word" powers between encounters. In return I expect my adventurers to accept that short rests are always the standard, what?, two to five minutes undefined. There isn't anything to be gained by lingering.
If they need to use another encounter power (not the class feature healing) during their short rest (perhaps because it brings additional healing or provides other benefits, I don't know) then they have to accept that this power will be unavailable during the next fight (as it's already been used up).
In essence, I propose taking a short rest after a short never gives any kind of benefit, so there are no reasons for ever doing so. It keeps short rests simple, and cut down on administration. But I propose to do so without hosing adventuring parties which include Leaders
