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General Tabletop Discussion
*Pathfinder & Starfinder
Healing during a short rest with leader healing
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<blockquote data-quote="Tony Vargas" data-source="post: 4366189" data-attributes="member: 996"><p>It's more the annoyance of figuring the time spent resting. Say your party ends a fight badly wounded with encounter healing powers expended. If they rest 5 minutes, they blow a bunch of healing surges, each player taking care of it himself, and are healed, more or less (some might be down a few if they don't want to 'waste' a surge), they'll each have spent up to four surges (if /very/ badlly damaged), and they're done.</p><p></p><p>Now, if they want to be more efficient, and save surges, they can rest 5 minutes, and have the cleric do two healing words, probably healing up someone who would otherwise have to have spent three surges, thus saving a surge, but they do have to make the rolls and compare to the targets damage taken to get it 'right.' Then rest 5 more minutes, etc. Healing up 4 badly wounded characters this way could take five successive short rests (the last so the cleric has his healing words available for the next encounter). And, figuring out if it takes 15, 20, or 25 minutes will involve the healer quizing all the wounded characters on thier injuries, triaging them, rolling dice, and adjusting his priorities to avoid 'wasting healing.'</p><p></p><p>In the mean time, the DM has to wonder, "since it's an option to /just/ rest 5 minutes and use regular surges, shouldn't I consider providing some sort of consequences for the delay?" </p><p></p><p>And that's all starting to feel like 3e with Wands of Cure Light Wounds.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 4366189, member: 996"] It's more the annoyance of figuring the time spent resting. Say your party ends a fight badly wounded with encounter healing powers expended. If they rest 5 minutes, they blow a bunch of healing surges, each player taking care of it himself, and are healed, more or less (some might be down a few if they don't want to 'waste' a surge), they'll each have spent up to four surges (if /very/ badlly damaged), and they're done. Now, if they want to be more efficient, and save surges, they can rest 5 minutes, and have the cleric do two healing words, probably healing up someone who would otherwise have to have spent three surges, thus saving a surge, but they do have to make the rolls and compare to the targets damage taken to get it 'right.' Then rest 5 more minutes, etc. Healing up 4 badly wounded characters this way could take five successive short rests (the last so the cleric has his healing words available for the next encounter). And, figuring out if it takes 15, 20, or 25 minutes will involve the healer quizing all the wounded characters on thier injuries, triaging them, rolling dice, and adjusting his priorities to avoid 'wasting healing.' In the mean time, the DM has to wonder, "since it's an option to /just/ rest 5 minutes and use regular surges, shouldn't I consider providing some sort of consequences for the delay?" And that's all starting to feel like 3e with Wands of Cure Light Wounds. [/QUOTE]
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Healing during a short rest with leader healing
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