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Community
General Tabletop Discussion
*Pathfinder & Starfinder
fixing Healing Outside Combat
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<blockquote data-quote="CapnZapp" data-source="post: 4726652" data-attributes="member: 12731"><p>Of course, an even simpler solution is to say "you can't use healing powers outside of encounters full stop."</p><p></p><p>I'm kind of guessing this is what players feel isn't good enough, though...</p><p></p><p>Besides, there is point to be made about a rule that doesn't force the party to keep the encounter alive by not killing off that last minion simply because their healers wouldn't otherwise have time to unload their last encounter heals...</p><p></p><p>Far simpler then to make all healing equivalent, both in and out of combat.</p><p></p><p></p><p></p><p><em>Edit:</em> And indeed this rule is pretty much the same I've proposed once before, although possibly not in such a clear way. To those who remember the old discussion: yes, this rule would only play a part if the party actually contains a healer PC.</p><p></p><p>But that's unavoidable! The rule is there to stream-line resting, and not to make players focus on giving up time for optimized healer assistance. If there are no healers to assist you, then you couldn't (by the RAW) get any advantages by drawing out your healing over several short rests.</p><p></p><p>I am thinking that perhaps the designers should have added a general mechanism for short rest healing already from the start, making the entire issue moot. Perhaps something like this.</p><p></p><p><strong>When you use a healing surge during a short rest, you gain bonus hit points equal to your level. Powers with the healing keyword does not give any bonus hit points when used during a short rest.</strong></p><p></p><p>Essentially we're averaging the d6 to 6d6 you get (and at higher levels, quite generously, I might add), and cut short any "healer maximizations" at the same time. This would make the administration even shorter and faster, and wouldn't make players feel they were penalized for not having a healer in their party.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4726652, member: 12731"] Of course, an even simpler solution is to say "you can't use healing powers outside of encounters full stop." I'm kind of guessing this is what players feel isn't good enough, though... Besides, there is point to be made about a rule that doesn't force the party to keep the encounter alive by not killing off that last minion simply because their healers wouldn't otherwise have time to unload their last encounter heals... Far simpler then to make all healing equivalent, both in and out of combat. [I]Edit:[/I] And indeed this rule is pretty much the same I've proposed once before, although possibly not in such a clear way. To those who remember the old discussion: yes, this rule would only play a part if the party actually contains a healer PC. But that's unavoidable! The rule is there to stream-line resting, and not to make players focus on giving up time for optimized healer assistance. If there are no healers to assist you, then you couldn't (by the RAW) get any advantages by drawing out your healing over several short rests. I am thinking that perhaps the designers should have added a general mechanism for short rest healing already from the start, making the entire issue moot. Perhaps something like this. [B]When you use a healing surge during a short rest, you gain bonus hit points equal to your level. Powers with the healing keyword does not give any bonus hit points when used during a short rest.[/B] Essentially we're averaging the d6 to 6d6 you get (and at higher levels, quite generously, I might add), and cut short any "healer maximizations" at the same time. This would make the administration even shorter and faster, and wouldn't make players feel they were penalized for not having a healer in their party. [/QUOTE]
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fixing Healing Outside Combat
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