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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: 4729610" data-attributes="member: 12731"><p>Feel free not to post in the thread then... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Seriously though, I feel the dilution of the short rest concept is a real concern, and I am happy if those of us that feel the same way can find ways to keep our games going without ever having to see two short rests in a row (with the accounting minutiae that implies)...</p><p></p><p>Just saying "Healing Word doesn't work out of combat; however, everyone get their level as a bonus to their healing surge value for surges expended out of combat" seems to do the trick nice and easy. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>(Really it must be an oversight of the designers. When you think about it, it makes sense that in-combat healing should be <em>less</em> powerful than out of combat healing. After all, in-combat healing offers the considerable advantage of Being There Right Now instead of Much Later, When It May Be Too Late...)</p><p></p><p>That means I can certainly appreciate the poster earlier in the thread who simply ruled "two surges, and you're back to full hp". It's probably too generous for me right now, but I do appreciate the point. It makes out of combat healing as simple as it can get, it encourages characters to stick it out risking a defeat because they held back healing, and generally makes in-game healing an emergency option rather than the best healing option... It's really a fast and neat option when you think about it. It's good in how it delays the end of the adventuring day too... (when surges last longer)</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4729610, member: 12731"] Feel free not to post in the thread then... ;) Seriously though, I feel the dilution of the short rest concept is a real concern, and I am happy if those of us that feel the same way can find ways to keep our games going without ever having to see two short rests in a row (with the accounting minutiae that implies)... Just saying "Healing Word doesn't work out of combat; however, everyone get their level as a bonus to their healing surge value for surges expended out of combat" seems to do the trick nice and easy. :) (Really it must be an oversight of the designers. When you think about it, it makes sense that in-combat healing should be [I]less[/I] powerful than out of combat healing. After all, in-combat healing offers the considerable advantage of Being There Right Now instead of Much Later, When It May Be Too Late...) That means I can certainly appreciate the poster earlier in the thread who simply ruled "two surges, and you're back to full hp". It's probably too generous for me right now, but I do appreciate the point. It makes out of combat healing as simple as it can get, it encourages characters to stick it out risking a defeat because they held back healing, and generally makes in-game healing an emergency option rather than the best healing option... It's really a fast and neat option when you think about it. It's good in how it delays the end of the adventuring day too... (when surges last longer) [/QUOTE]
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fixing Healing Outside Combat
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