How do you heal outside a fight?

That's also how I understand it. You can make a short rest, spend the two Healing Words (and whatever other Encounter Healing Powers are available), then take another short rest to regain them (and repeat if necessary).

It makes out-of-combat healing surges effective, but in all honesty, it would be rather silly, if they were less effective than in-combat healing surges.

Bye
Thanee
 

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At the end of a Short rest you can spend as many healing surges as you like.


It's been pointed out to me, and I'm not sure if it's legal or intended, but you can take a short rest, then expend encounter healing powers, like Healing Word that give a bonus to surges, then take another short rest. This makes your healing surges more effective, but gets into the kind of fussy timekeeping that 4e is trying to get away from.

In my group, we assume that the warlord/cleric is applying Inspiring/Healing Word whenever someone uses a healing surge outside of combat. We don't bother keeping track of how many short rests are involved.
 

That's also how I understand it. You can make a short rest, spend the two Healing Words (and whatever other Encounter Healing Powers are available), then take another short rest to regain them (and repeat if necessary).

It makes out-of-combat healing surges effective, but in all honesty, it would be rather silly, if they were less effective than in-combat healing surges.

Bye
Thanee

Exactly. And this is another reason why you should always have a Cleric or Warlord in your party. The original reason being that otherwise you don't get in-combat healing w/out wasting a standard action on second wind, and then only 1/encounter for less healing. (except dwarves, but their second wind isn't as effective at healing as a cleric/warlord given healing surge)
 



Yes, this is perfectly legal. If not intended... well then the designers were rather thick to not notice something like this...
I suspect it's like the CLW wand in 3e. Initially looked a little hinky, but works out to be pretty reasonable and helped keep the adventuring 'day' going...
 

In my group, we assume that the warlord/cleric is applying Inspiring/Healing Word whenever someone uses a healing surge outside of combat. We don't bother keeping track of how many short rests are involved.

My group does this too, we even take it one step further and just assume average rolls. So our 20 wis cleric means that each of us gets healing surge+8 on out of combat healing. It cuts down on rest time (out of game) considering we have far too big of a party (8 people) that many times need multiple surges.
 


I think that if an unconcious chracter is stabilized, they recover to 1hp after a short rest. Can't remember the page ref., but this came up in my game last week and that was what I remember reading...
PH pg 295. Though it actually specifies "creatures" I would let PCs use the rule too, in some cases. Namely, if they were stabilized during combat by the Heal skill but had already used their Second Wind, and so remained unconscious.
If someone is not stabilized at the end of combat I would actually keep the encounter running until he was stabilized or failed 3 death saves. :devil:
The less evil way to do it is to say it's a new encounter, so the dying character gets his Second Wind back and can use it if someone applies the Heal skill to him. But do it right away, please. ;)

Edit: actually both the last 2 paragraphs might be too evil. Reading another part of pg 295, I see that regarding failed death saves it says "If you get this result three times before you take a rest, you die." So if you don't fail 3 rolls, you don't die. This implies if you survive until the end of combat, you automatically stabilize. Reduces bookkeeping I guess...
 
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