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Trouble with Short Rest and Healing Word
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<blockquote data-quote="keterys" data-source="post: 4496984" data-attributes="member: 43019"><p>And, outside of combat (which is the discussion we're having), gameplay is changed in what way by that?</p><p></p><p></p><p></p><p>Why don't you like it? For example, it's a) unbalanced b) stupid to have multiple rests c) has a negative effect on some other power or character, combinations thereof, etc. </p><p></p><p>I personally think it's stupid to have multiple short rests and to bookkeep all of that process, for example. So I dislike taking multiple short rests to use more healing words for that reason.</p><p></p><p></p><p></p><p>If that's the way you need to go then go for it, but I think you are genuinely confused about the actual cause and effect here or perhaps using justifications instead of the actual reason. I may be mistaken, but in studying your words that is the verdict I found most likely.</p><p></p><p>That is to say, the characters are going to rest if they're out of surges and healing word outside of combat _saves surges_ but has no other effect. In combat, it's very powerful for saving actions and healing resources (which are typically quite limited) and has a huge effect on making parties more resilient. So, if your justification is that it's bad because it makes your party more resilient or death proof, and your target is not allowing it to be used out of combat, then you are mistaken.</p><p></p><p>If you object to it being used out of combat because multiple rests are bad, I'd agree, but you could solve that in other ways. If you object that it's overpowered to use out of combat, I think you're once again mistaken unless there is some vital competition for number of surges used going on. If you think that it causes pacing problems where they can handle too many encounters in one day while exhausting dailies earlier so combats suffer due to lack of diverse resources, then that could be a valid complaint for your game. I think it's a little weak, but totally could be (and not what I've seen be your reason in this thread).</p><p></p><p>If you're objecting because healing more in that way is badwrongfun for your group, then I'd urge you to make sure you weren't projecting your own feelings on your players (which can happen sometimes, but often players prefer not to be reduced in power from core without good reason), and otherwise - whatever, your fun is your fun. Some people stick with 1-2-1-2 diagonals and others don't allow eladrin in their games. D&D is rife with house rules and restrictions.</p><p></p><p>It's just not because the bonus to out of combat healing is making them too powerful in combat <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="keterys, post: 4496984, member: 43019"] And, outside of combat (which is the discussion we're having), gameplay is changed in what way by that? Why don't you like it? For example, it's a) unbalanced b) stupid to have multiple rests c) has a negative effect on some other power or character, combinations thereof, etc. I personally think it's stupid to have multiple short rests and to bookkeep all of that process, for example. So I dislike taking multiple short rests to use more healing words for that reason. If that's the way you need to go then go for it, but I think you are genuinely confused about the actual cause and effect here or perhaps using justifications instead of the actual reason. I may be mistaken, but in studying your words that is the verdict I found most likely. That is to say, the characters are going to rest if they're out of surges and healing word outside of combat _saves surges_ but has no other effect. In combat, it's very powerful for saving actions and healing resources (which are typically quite limited) and has a huge effect on making parties more resilient. So, if your justification is that it's bad because it makes your party more resilient or death proof, and your target is not allowing it to be used out of combat, then you are mistaken. If you object to it being used out of combat because multiple rests are bad, I'd agree, but you could solve that in other ways. If you object that it's overpowered to use out of combat, I think you're once again mistaken unless there is some vital competition for number of surges used going on. If you think that it causes pacing problems where they can handle too many encounters in one day while exhausting dailies earlier so combats suffer due to lack of diverse resources, then that could be a valid complaint for your game. I think it's a little weak, but totally could be (and not what I've seen be your reason in this thread). If you're objecting because healing more in that way is badwrongfun for your group, then I'd urge you to make sure you weren't projecting your own feelings on your players (which can happen sometimes, but often players prefer not to be reduced in power from core without good reason), and otherwise - whatever, your fun is your fun. Some people stick with 1-2-1-2 diagonals and others don't allow eladrin in their games. D&D is rife with house rules and restrictions. It's just not because the bonus to out of combat healing is making them too powerful in combat :) [/QUOTE]
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Trouble with Short Rest and Healing Word
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