Can a cleric use their "Healing Word" power outside of combat?
How often can it be used?
Can they use "Healing Word" during a short rest?
What if they used it during the previous combat?
What if they did not?
Here is the situation at my game table:
Each and every time there is a short rest taken, the players want and expect to have each and every healing surge buffed (+1d6+wisdom modifier) by the cleric in the party.
This, for some reason, really bothers me. It does not seem right. It does not seem to me that this is what the developers intended. I can't really explain why I feel like this. It has something to do with the fact that the major reason to rest for the party is to regain their healing surges and with a cleric in the party it just about doubles their healing power, and therefore, doubles the amount the party uptime.
During their first adventure the party never slept between levels 1 and 2 and only rested once between levels 2 and 3. Is this what was intended?
The PC's left Winterhaven for Keep on the Shadowfell and almost never made it back for the encounter in the graveyard. (Only through my urging and roleplaying was I able to get them there)
If this is true then it makes the Cleric a much better choice for the leader slot in a party, much better then the Warlord in my opinion.
At first I implemented an "it takes 5-min to recharge your encounter powers" rule. This only caused the party to now calculate out all the time they needed to complete a full round of healing. A short rest has now become:
Combat (used Healing Word)
Short rest (5 min)
Short rest (5 min and uses Healing Word twice on one PC)
Short rest (5 min)
Short rest (5 min and uses Healing Word twice on the second PC)
Short rest (5 min)
Short rest (5 min and uses Healing Word twice on the Third PC)
That is a 30-min short rest!
A 30-min rest really wrecks havoc on certain story elements. How reasonable is it to have PC's charge into an Underdark Stronghold, kill the gate guards and then take 30 min. in the entry way resting?
So, I tried wandering monsters to interrupt this. First time it was exciting, but soon after that it turned (in my players eyes) into a DM (who does not like what we are doing) vs. PCs (who want to do what they feel the rules allow) situation.
"We can't rest here, 'wandering' monsters will somehow find us" - glares at DM
This moves the game back to a 3rd-Edition feel of the players vs. the DM - an atmosphere I do not want my 4E game.
So I really don't know what to do. I need help and I would really love to hear from a designer who says something like, "You can only use Healing Word once (for 2 healing surges) during a short rest."
However, I don't think it will be that cut and dried.
Any advice would be appreciated.
How often can it be used?
Can they use "Healing Word" during a short rest?
What if they used it during the previous combat?
What if they did not?
Here is the situation at my game table:
Each and every time there is a short rest taken, the players want and expect to have each and every healing surge buffed (+1d6+wisdom modifier) by the cleric in the party.
This, for some reason, really bothers me. It does not seem right. It does not seem to me that this is what the developers intended. I can't really explain why I feel like this. It has something to do with the fact that the major reason to rest for the party is to regain their healing surges and with a cleric in the party it just about doubles their healing power, and therefore, doubles the amount the party uptime.
During their first adventure the party never slept between levels 1 and 2 and only rested once between levels 2 and 3. Is this what was intended?
The PC's left Winterhaven for Keep on the Shadowfell and almost never made it back for the encounter in the graveyard. (Only through my urging and roleplaying was I able to get them there)
If this is true then it makes the Cleric a much better choice for the leader slot in a party, much better then the Warlord in my opinion.
At first I implemented an "it takes 5-min to recharge your encounter powers" rule. This only caused the party to now calculate out all the time they needed to complete a full round of healing. A short rest has now become:
Combat (used Healing Word)
Short rest (5 min)
Short rest (5 min and uses Healing Word twice on one PC)
Short rest (5 min)
Short rest (5 min and uses Healing Word twice on the second PC)
Short rest (5 min)
Short rest (5 min and uses Healing Word twice on the Third PC)
That is a 30-min short rest!
A 30-min rest really wrecks havoc on certain story elements. How reasonable is it to have PC's charge into an Underdark Stronghold, kill the gate guards and then take 30 min. in the entry way resting?
So, I tried wandering monsters to interrupt this. First time it was exciting, but soon after that it turned (in my players eyes) into a DM (who does not like what we are doing) vs. PCs (who want to do what they feel the rules allow) situation.
"We can't rest here, 'wandering' monsters will somehow find us" - glares at DM
This moves the game back to a 3rd-Edition feel of the players vs. the DM - an atmosphere I do not want my 4E game.
So I really don't know what to do. I need help and I would really love to hear from a designer who says something like, "You can only use Healing Word once (for 2 healing surges) during a short rest."
However, I don't think it will be that cut and dried.
Any advice would be appreciated.