Healing between encounters

My answer to why this troubles people:

Because it creates a situation where you might want to take "double rests".

To me, this feels like clumsy design. Where did the simplicity of choosing between a short rest and an extended rest go?

Also, it reintroduces a need to count minutes. Everywhere else, the rules encourage you not to keep close track of exactly how long a short rest is, which is a very attractive proposition. It simply lasts precisely as long as is needed to get to the next exciting encounter!

Instead of giving clerics their two healing words per each five minutes, this should have been handled in a more quick, easy and generic fashion to gel with the rest of the stream-lined rules. Something like this:

Intermediate Rest: You take a longer break to allow your healers to reinvigorate any wounded and tired party members. The actual time usage varies (10-30 minutes). In the rare case where an exact time measurement is needed, use fifteen minutes (three times the length of a short rest).

An intermediate rest counts as a short rest. Additionally, it restores everyone to full hit points. It does not restore healing surges, daily item uses, or anything else you need an extended rest for.

If your party does not contain a Leader, your party cannot take an Intermediate Rest.


Something like this would offer several improvements with how it works today:
1) You don't actually have to bother with the tedious admin of rolling Healing Words, and adding up hp totals. Just assume you rest until all hp damage has been taken care of. This is much more "the 4E way" of doing things.
2) You make it much more visible that this indeed is a valid intended course of action.
3) You make it much more visible that this is an important benefit of having a Cleric in your group. Or more to the point, that having none means you can't do this (and have to resort to using up Healing Surges).

So my answer is: it troubles people because it's a cludgy lazy implementation that does not go all the way through. Either replace it with something like what I whipped up above, or remove it altogether!

My personal opinion? Removing it is a fine house rule. However, I would probably keep the rule (in the cleaner incarnation like above), but I would remove the third paragraph.

That is, I find that the advantage of having a Cleric with Healing Word is big enough for the in-combat advantages. I see no reason to not allow "intermediate rests" for parties without Leaders.
 
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Instead of giving clerics their two healing words per each five minutes, this should have been handled in a more quick, easy and generic fashion to gel with the rest of the stream-lined rules. Something like this:

Intermediate Rest: You take a longer break to allow your healers to reinvigorate any wounded and tired party members. The actual time usage varies (10-30 minutes). In the rare case where an exact time measurement is needed, use fifteen minutes (three times the length of a short rest).

An intermediate rest counts as a short rest. Additionally, it restores everyone to full hit points. It does not restore healing surges, daily item uses, or anything else you need an extended rest for.

If your party does not contain a Leader, your party cannot take an Intermediate Rest.


Something like this would offer several improvements with how it works today:
1) You don't actually have to bother with the tedious admin of rolling Healing Words, and adding up hp totals. Just assume you rest until all hp damage has been taken care of. This is much more "the 4E way" of doing things.
2) You make it much more visible that this indeed is a valid intended course of action.
3) You make it much more visible that this is an important benefit of having a Cleric in your group. Or more to the point, that having none means you can't do this (and have to resort to using up Healing Surges).

So would you require them to spend any healing surges to get to full HP? Or would you let them go to full HP simply by virtue of having a Leader in the party?
 

If this intermediate rest required healing surges to be used, then it would be no different than a short rest now..as you can use as many healing surges as you want (leader or not) to heal up to full...a leader in the party just allows you to use less healing surges.

I've not found allowing multiple short rests to be a problem...Sometimes, the party doesn't have the time to take more than one short rest, but most of the time, it's no big deal at all.
 

Intermediate Rest: You take a longer break to allow your healers to reinvigorate any wounded and tired party members. The actual time usage varies (10-30 minutes). In the rare case where an exact time measurement is needed, use fifteen minutes (three times the length of a short rest).

An intermediate rest counts as a short rest. Additionally, it restores everyone to full hit points. It does not restore healing surges, daily item uses, or anything else you need an extended rest for.

If your party does not contain a Leader, your party cannot take an Intermediate Rest.


.

This is not a bad rule, and is a well-written out and well-thought out idea. However, I'm not convinced that it is much simpler than the basic rules. With the basic rules, you have two main options:

Short Rest
Extended Rest

You also have a more complicated, situational, third option:

Short Rest, plus extra rests for Healing Word.

Effectively, you don't even really have to track the time for this third option, but just make sure of two things:

It is shorter than an Extended Rest.
For every two uses of Healing Word, you double the chance of the rest being interrupted.

If I were going to put out a house rule, I think I might just write one that says: Encounter-based Healing powers get one set of uses after a Short Rest, between Encounters. Before I was conversant with the game rules, that's what I told a PC, and it worked so well that I didn't realize it wasn't part of the rules until much later.

However, your rule idea has merit. I'm just not sure that it is needed. In addition, you need to consider the use of other, non-healing, encounter-based powers. For example, if somone needs to break an object with a high Resist all number (say the Demon Jar), they may need to use multiple Crushing Blows. How many of those do they get before the orc horde arrives for their Demon Jar? Not that it is impossible to extend your rule idea to cover this situation, but one use about every 5 minutes seems right (and would fit in the rules).
 


This is not a bad rule, and is a well-written out and well-thought out idea. However, I'm not convinced that it is much simpler than the basic rules.
<snip>
I'm just not sure that it is needed.
Thanks.

You're right in that it is not strictly needed. It is a shorthand to do away with the admin implied by the rules as written. And as such, I believe it should have been part of those rules from the beginning.

As I said, not including it (or something similar) is sloppy design that creates paperwork that would not have to be there, and doesn't properly make certain rules visible enough (mainly, the consequences of not having a Cleric or Warlord in your group).

But no, it isn't needed, not in the "the game is broken without it" sense.

Just less elegant, if I may say so myself.
 

I disagree, short resting many times in a row to enjoy multiple healing\inspiring words still uses one healing surge per word used; while with your house rule you can get full HPs without spending surges if you have a leader in party.
 

Yes. After all, this is what the rules as written give, only after a moment of administration and calculations.

No, that's not what the rules as written give.

The RAW allows Healing Word to add 1d6 to the amount healed by a Healing Surge. So it still costs a Surge but it also makes that Surge more effective.
 

Actually it's 1d6 + Wisdom Modifier (at 1st level, more at higher levels). ;)

If the DM disallows multiple short rests, just use an extended rest after every encounter (even if you only used at-wills ;)).

Bye
Thanee
 

Not a bad idea actually. It is really little different from the concept of taking 20 vs simply rolling until you get a 20 on a skill check with no repercussions for failure. :)
 

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