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Trouble with Short Rest and Healing Word
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<blockquote data-quote="ObsidianCrane" data-source="post: 4494082" data-attributes="member: 54918"><p>See "for me" is not actually a specific declartion that your statements applies only to you and your group, further the "spirit of the rules" is not something you or your group holds control over, so you cannot have ownership of it, even in your group. You own the application and interpretation of the rules in your game, the spirit of the rules exists outside that.</p><p></p><p></p><p>Anyway, the advantage of using Healing or Inspiring Word outside combat is that you use less surges so encounter 3 is less daunting, most characters will have at least 1 surge left, and the cleric will have 2 healing words left.</p><p></p><p>I've played games where it wasn't possible to rest between the 2nd and 3rd encounter without letting an important NPC die, that was tough, as that meant no Healing Word at all if it was used in the 2nd encounter.</p><p></p><p>So for me, ultimately its not an issue if the PCs get a healing boost between combats, however if you don't want them having a second set of boosted healing have a patrol run into them every now and then and push them harder. Heck have a second patrol turn up right at the end of the battle with the first patrol, have one run away to tell the boss and now the PCs are faced with a need to retreat with the knowledge the monsters are looking for them actively.</p><p></p><p>Now they have to retreat, or push forward quickly to find a new location to take their 5 minute rest, if they retreat it becomes a skill challenge with them trying to flee the monster lair before they are caught by a patrol. This isn't a rest, so no surges etc again unless they win the skill challenge. (Heck you can have the 2nd patrol shout out and alert the party to their presence, a PC can see them send a runner off to tell the boss and now the need to flee should be apparent anyway, and you get a chase scene where the PCs are trying to escape to get that rest. If they win let them get a short rest before a slightly buffed patrol catches them, then put the chase on again.)</p><p></p><p>See this is the thing, a short rest probably lets you get by without something happening. Take that second one and something is likely happening to you, especially if you are in a dungeon. Going through fights with limited or no healing other than second wind can be tough.</p></blockquote><p></p>
[QUOTE="ObsidianCrane, post: 4494082, member: 54918"] See "for me" is not actually a specific declartion that your statements applies only to you and your group, further the "spirit of the rules" is not something you or your group holds control over, so you cannot have ownership of it, even in your group. You own the application and interpretation of the rules in your game, the spirit of the rules exists outside that. Anyway, the advantage of using Healing or Inspiring Word outside combat is that you use less surges so encounter 3 is less daunting, most characters will have at least 1 surge left, and the cleric will have 2 healing words left. I've played games where it wasn't possible to rest between the 2nd and 3rd encounter without letting an important NPC die, that was tough, as that meant no Healing Word at all if it was used in the 2nd encounter. So for me, ultimately its not an issue if the PCs get a healing boost between combats, however if you don't want them having a second set of boosted healing have a patrol run into them every now and then and push them harder. Heck have a second patrol turn up right at the end of the battle with the first patrol, have one run away to tell the boss and now the PCs are faced with a need to retreat with the knowledge the monsters are looking for them actively. Now they have to retreat, or push forward quickly to find a new location to take their 5 minute rest, if they retreat it becomes a skill challenge with them trying to flee the monster lair before they are caught by a patrol. This isn't a rest, so no surges etc again unless they win the skill challenge. (Heck you can have the 2nd patrol shout out and alert the party to their presence, a PC can see them send a runner off to tell the boss and now the need to flee should be apparent anyway, and you get a chase scene where the PCs are trying to escape to get that rest. If they win let them get a short rest before a slightly buffed patrol catches them, then put the chase on again.) See this is the thing, a short rest probably lets you get by without something happening. Take that second one and something is likely happening to you, especially if you are in a dungeon. Going through fights with limited or no healing other than second wind can be tough. [/QUOTE]
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Trouble with Short Rest and Healing Word
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