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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Is the 15 minute adventuring day now the 90 minute adventuring day?
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<blockquote data-quote="keterys" data-source="post: 4099377" data-attributes="member: 43019"><p>The priest's two healing words also boost healing significantly - when you take someone needing to heal 10 hp who heals 5 with a healing surge, adding 1d6+4 to that is a big deal.</p><p></p><p>It felt like the two healing words were used every combat, and the fighter's second wind was used frequently.</p><p></p><p>I wasn't paying complete attention to other characters, but it felt like we used the following:</p><p></p><p>Scalegloom Hall:</p><p> Combat 1: 1 healing surge </p><p> Combat 2: 3 healing surges</p><p> Combat 3: 2 healing surges</p><p> Combat 4: 4 healing surges</p><p> Combat 5 (Dragon): Didn't heal up after, but both healing words, two lay on hands, two second winds, and one person went unconscious. So... 6 plus however many we'd have used on rest.</p><p></p><p>Escape from Sembia was actually much more difficult but had an extended rest...</p><p> Bandits: 4 Healing surges... we actually were still down a few hp at that point I believe, but had to make the run without the 5 min rest, and when we finally got a chance to rest I think it might have been extended so whatever. </p><p> Hobgoblins: ~8 Healing surges </p><p> Skeletons: Boneshard got triggered point blank on everyone, twice. So... like 15 healing surges.</p><p> End Fight: Didn't track, but... maybe 4. We had succeeded on the skill challenge so got the drop on them, so mostly it was just that the shadar-kai hit 3 people so they'd each need 1.</p><p></p><p>No one ever ran out of healing surges, in either game.</p></blockquote><p></p>
[QUOTE="keterys, post: 4099377, member: 43019"] The priest's two healing words also boost healing significantly - when you take someone needing to heal 10 hp who heals 5 with a healing surge, adding 1d6+4 to that is a big deal. It felt like the two healing words were used every combat, and the fighter's second wind was used frequently. I wasn't paying complete attention to other characters, but it felt like we used the following: Scalegloom Hall: Combat 1: 1 healing surge Combat 2: 3 healing surges Combat 3: 2 healing surges Combat 4: 4 healing surges Combat 5 (Dragon): Didn't heal up after, but both healing words, two lay on hands, two second winds, and one person went unconscious. So... 6 plus however many we'd have used on rest. Escape from Sembia was actually much more difficult but had an extended rest... Bandits: 4 Healing surges... we actually were still down a few hp at that point I believe, but had to make the run without the 5 min rest, and when we finally got a chance to rest I think it might have been extended so whatever. Hobgoblins: ~8 Healing surges Skeletons: Boneshard got triggered point blank on everyone, twice. So... like 15 healing surges. End Fight: Didn't track, but... maybe 4. We had succeeded on the skill challenge so got the drop on them, so mostly it was just that the shadar-kai hit 3 people so they'd each need 1. No one ever ran out of healing surges, in either game. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Is the 15 minute adventuring day now the 90 minute adventuring day?
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