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Trouble with Short Rest and Healing Word
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<blockquote data-quote="nittanytbone" data-source="post: 4484862" data-attributes="member: 35709"><p>It doesn't take quite as long as you think it does.</p><p></p><p>BATTLE - Use your 2xhealing words during the fight or immediately afterwards.</p><p>5 min short rest</p><p>6 seconds - Spend 2 x healing word</p><p>5 min short rest</p><p>6 seconds - spend 2 x healing word</p><p>5 min short rest</p><p>Ready to Fight Again</p><p></p><p></p><p>In threat areas I would return to an old 1E tried and true stand-by: The Wandering Monster Die. Roll a D6, recharge roll style. In low threat areas, a 6 indicates a wandering monster. In medium threat areas, a 5-6. In high threat areas, a 4-5-6.</p><p></p><p>If you have a wandering encounter prepped ahead of time, great, use it. If you don't, then charge everyone 1 healing surge, narrate a scuffle with some guards and move on.</p><p></p><p>If the players KNOW the risk of an encounter then they'll weigh their options and its a choice, not a "glaring threat." I see it working out like this:</p><p></p><p>Fighter: "Hey, let's take an extra 5 minutes. I've taken a lot of damage and want to get some Healing Words."</p><p>Cleric: "Alright."</p><p>Wizard: "Wait, DM, is this area secure?"</p><p>DM: *checks dungeon key* "You dispatched these guards quickly before they could sound the alarm. But, your recon of the castle showed that there are some roving patrols. Right now its a low threat area."</p><p>Cleric: "Do you think we can risk it?"</p><p>Fighter: "If you want me to be hale and hearty with surges left at the end of the day for the fight with the Evil Duke, I'll need the Healing Words."</p><p>Wizard: "Alright, let's take the risk."</p></blockquote><p></p>
[QUOTE="nittanytbone, post: 4484862, member: 35709"] It doesn't take quite as long as you think it does. BATTLE - Use your 2xhealing words during the fight or immediately afterwards. 5 min short rest 6 seconds - Spend 2 x healing word 5 min short rest 6 seconds - spend 2 x healing word 5 min short rest Ready to Fight Again In threat areas I would return to an old 1E tried and true stand-by: The Wandering Monster Die. Roll a D6, recharge roll style. In low threat areas, a 6 indicates a wandering monster. In medium threat areas, a 5-6. In high threat areas, a 4-5-6. If you have a wandering encounter prepped ahead of time, great, use it. If you don't, then charge everyone 1 healing surge, narrate a scuffle with some guards and move on. If the players KNOW the risk of an encounter then they'll weigh their options and its a choice, not a "glaring threat." I see it working out like this: Fighter: "Hey, let's take an extra 5 minutes. I've taken a lot of damage and want to get some Healing Words." Cleric: "Alright." Wizard: "Wait, DM, is this area secure?" DM: *checks dungeon key* "You dispatched these guards quickly before they could sound the alarm. But, your recon of the castle showed that there are some roving patrols. Right now its a low threat area." Cleric: "Do you think we can risk it?" Fighter: "If you want me to be hale and hearty with surges left at the end of the day for the fight with the Evil Duke, I'll need the Healing Words." Wizard: "Alright, let's take the risk." [/QUOTE]
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Trouble with Short Rest and Healing Word
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