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Community
General Tabletop Discussion
*Pathfinder & Starfinder
fixing Healing Outside Combat
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<blockquote data-quote="AbdulAlhazred" data-source="post: 4727057" data-attributes="member: 82106"><p>Well, you would certainly be entitled to know what the rules of the game are, and I am not implying that any of mine are hidden. I think the key to the way I'm doing it is letting PCs use up any left over healing powers at the end of the combat before they take their short rest. Granted if it is a really tough battle they may not HAVE anything left, but in most cases the party has some unused Second Wind and leader healing power still in reserve. That means usually if you let them take advantage of that before declaring the short rest, then they may often not even have a need to do a double rest in the first place. If someone is a few points short of 100% after the short rest then either they decided it would be better not to burn a surge on a small number of points (and a heal power would be overkill in that scenario) OR they haven't got any surges left, which is a whole other problem that isn't going to be solved by any number of short rests. Once in a while someone falls into the category of still being AROUND a surge or slightly more down after the rest, and in that case it might still be advantageous to double rest.</p><p></p><p>So far this has worked pretty well. None of the players have needed a double rest. I think at higher levels there may be situations where it could help the party to do that, but it means they are probably pretty beat up and likely to also be short on surges regardless of what they do, and most parties choose that time to take extended rest anyway. If it is a time pressure situation, then they are just going to have to suck it up, no matter which way they go.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 4727057, member: 82106"] Well, you would certainly be entitled to know what the rules of the game are, and I am not implying that any of mine are hidden. I think the key to the way I'm doing it is letting PCs use up any left over healing powers at the end of the combat before they take their short rest. Granted if it is a really tough battle they may not HAVE anything left, but in most cases the party has some unused Second Wind and leader healing power still in reserve. That means usually if you let them take advantage of that before declaring the short rest, then they may often not even have a need to do a double rest in the first place. If someone is a few points short of 100% after the short rest then either they decided it would be better not to burn a surge on a small number of points (and a heal power would be overkill in that scenario) OR they haven't got any surges left, which is a whole other problem that isn't going to be solved by any number of short rests. Once in a while someone falls into the category of still being AROUND a surge or slightly more down after the rest, and in that case it might still be advantageous to double rest. So far this has worked pretty well. None of the players have needed a double rest. I think at higher levels there may be situations where it could help the party to do that, but it means they are probably pretty beat up and likely to also be short on surges regardless of what they do, and most parties choose that time to take extended rest anyway. If it is a time pressure situation, then they are just going to have to suck it up, no matter which way they go. [/QUOTE]
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fixing Healing Outside Combat
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