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<blockquote data-quote="D'karr" data-source="post: 6067278" data-attributes="member: 336"><p>Yes, that is how it works. Here's a quote from the Online compendium. </p><p></p><p style="margin-left: 20px">Online Compendium</p> <p style="margin-left: 20px">Section - Healing the Dying</p> <p style="margin-left: 20px">When an adventurer is dying, any healing restores him or her to at least 1 hit point. If someone has stabilized the character using the Heal skill but he or she receives no healing, he or she regains hit points after an extended rest.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Regain Hit Points: When an adventurer is dying and receives healing, he or she is considered to have 0 hit points, and then regains hit points from the healing effect. <em><strong>If the healing effect requires the adventurer to spend a healing surge but he or she has none left, the healing still helps a bit: The adventurer’s hit point total is restored to 1.</strong></em></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Become Conscious: As soon as an adventurer has a current hit point total higher than 0, he or she becomes conscious and is no longer dying. (The adventurer is still prone until he or she takes an action to stand up.)</p> <p style="margin-left: 20px"> Example: Fargrim is at -12 hit points, unconscious and dying. His companion, Valenae the cleric, uses healing word to help him. This assistance immediately raises Fargrim’s current hit points to 0 and allows him to spend a healing surge, boosted by 2d6 extra hit points from Valenae’s healing word. Valenae gets a 6 on the dice roll, so Fargrim regains a total of 21 hit points (15 from the healing surge plus 6 from healing word). He is restored to consciousness with a current hit point total of 21.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Published in Player's Handbook, page(s) 295, Rules Compendium, page(s) 261.</p><p></p><p>Emphasis above is mine to highlight the relevant section.</p><p></p><p></p><p></p><p>Each item doesn't necessarily need to call it out because it is a general rule. </p><p></p><p></p><p></p><p>I think that is done more because of the balancing act of cost/reward. Similar to how some rituals are expensive at low levels, but their cost can become trivial at higher level. I agree that it should work slightly different, but I wouldn't make the mistake of trivializing healing for that purpose. That's how we ended up in 3.x with Wands of Cure Light Wounds that were trivially priced.</p><p></p><p>The game already has many forms of surgeless healing. A "revision" should have looked at this and "fixed" the disconnect. BTW the Potion of Cure Light Wounds works differently. So the need for a "fix" was recognized by the designers.</p></blockquote><p></p>
[QUOTE="D'karr, post: 6067278, member: 336"] Yes, that is how it works. Here's a quote from the Online compendium. [indent]Online Compendium Section - Healing the Dying When an adventurer is dying, any healing restores him or her to at least 1 hit point. If someone has stabilized the character using the Heal skill but he or she receives no healing, he or she regains hit points after an extended rest. Regain Hit Points: When an adventurer is dying and receives healing, he or she is considered to have 0 hit points, and then regains hit points from the healing effect. [I][B]If the healing effect requires the adventurer to spend a healing surge but he or she has none left, the healing still helps a bit: The adventurer’s hit point total is restored to 1.[/B][/I] Become Conscious: As soon as an adventurer has a current hit point total higher than 0, he or she becomes conscious and is no longer dying. (The adventurer is still prone until he or she takes an action to stand up.) Example: Fargrim is at -12 hit points, unconscious and dying. His companion, Valenae the cleric, uses healing word to help him. This assistance immediately raises Fargrim’s current hit points to 0 and allows him to spend a healing surge, boosted by 2d6 extra hit points from Valenae’s healing word. Valenae gets a 6 on the dice roll, so Fargrim regains a total of 21 hit points (15 from the healing surge plus 6 from healing word). He is restored to consciousness with a current hit point total of 21. Published in Player's Handbook, page(s) 295, Rules Compendium, page(s) 261.[/indent] Emphasis above is mine to highlight the relevant section. Each item doesn't necessarily need to call it out because it is a general rule. I think that is done more because of the balancing act of cost/reward. Similar to how some rituals are expensive at low levels, but their cost can become trivial at higher level. I agree that it should work slightly different, but I wouldn't make the mistake of trivializing healing for that purpose. That's how we ended up in 3.x with Wands of Cure Light Wounds that were trivially priced. The game already has many forms of surgeless healing. A "revision" should have looked at this and "fixed" the disconnect. BTW the Potion of Cure Light Wounds works differently. So the need for a "fix" was recognized by the designers. [/QUOTE]
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