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Community
General Tabletop Discussion
*Pathfinder & Starfinder
fixing Healing Outside Combat
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<blockquote data-quote="Doctor Proctor" data-source="post: 4727610" data-attributes="member: 78547"><p>I guess part of the thing I'm trying to understand too is why you care? I mean, in our group we don't really worry about "Did we take 2 short rests, or 3?". 90% of the time it's really not going to matter much, and the 10% of the time it is going to matter we should probably know about it ahead of time anyway. So I would just say, don't bother tracking the short rests (within reason, there's not really a lot of reason to ever take 10 in a row) unless there's a specific reason to do so at the moment.</p><p></p><p>As for it being a feat cost, I guess I don't see why that's an issue either. Toughness and Durability are feats, and only affect those who take them. Those feats allow PC's to last longer by having more HP/Surges. This feat allows the Cleric to maximize their healing to restore more HP and save surges when healing between encounters. It's not really any different.</p><p></p><p>The only time there should be an issue is when you have multiple healers. But guess what? That would be an issue anyway, regardless of the feat, because different classes heal with different abilities and differing effectiveness. Clerics usually heal the best, with everyone else being <em>slightly</em> behind them, and then the Shaman is sort of this strange outlier that's an entirely different issue.</p><p></p><p>So even if you <em>do</em> use an average for the die rolls, it still matters who healed who. So, there's always going to be <em>some</em> administration going on, unless you standardize healing across all classes, which makes them all to similar to me and ruins some of the advantages of one type over the others. Particularly for the Cleric since their whole schtick is essentially "I heal better than all the other Leaders".</p></blockquote><p></p>
[QUOTE="Doctor Proctor, post: 4727610, member: 78547"] I guess part of the thing I'm trying to understand too is why you care? I mean, in our group we don't really worry about "Did we take 2 short rests, or 3?". 90% of the time it's really not going to matter much, and the 10% of the time it is going to matter we should probably know about it ahead of time anyway. So I would just say, don't bother tracking the short rests (within reason, there's not really a lot of reason to ever take 10 in a row) unless there's a specific reason to do so at the moment. As for it being a feat cost, I guess I don't see why that's an issue either. Toughness and Durability are feats, and only affect those who take them. Those feats allow PC's to last longer by having more HP/Surges. This feat allows the Cleric to maximize their healing to restore more HP and save surges when healing between encounters. It's not really any different. The only time there should be an issue is when you have multiple healers. But guess what? That would be an issue anyway, regardless of the feat, because different classes heal with different abilities and differing effectiveness. Clerics usually heal the best, with everyone else being [I]slightly[/I] behind them, and then the Shaman is sort of this strange outlier that's an entirely different issue. So even if you [I]do[/I] use an average for the die rolls, it still matters who healed who. So, there's always going to be [I]some[/I] administration going on, unless you standardize healing across all classes, which makes them all to similar to me and ruins some of the advantages of one type over the others. Particularly for the Cleric since their whole schtick is essentially "I heal better than all the other Leaders". [/QUOTE]
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fixing Healing Outside Combat
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