Raven Crowking said:Perhaps, but the group as a whole will have used up resources. Nor is the wizard's ability to get off those two spells assured. Of course, you are also assuming the ability of all those goblins to attack immediately, which isn't feasable.
I don't see why all the attacks shouldn't be feasible, since short bows have a 60ft range increments, goblins have darkvision 60 ft, and the cave is 60ftx60ft.
Furthermore, the ones armed with melee weapons could just charge and attack. That's 40ft they're moving, and some of them have reach weapons. (Edit: actually, they can move 60ft before they charge, I messed up with their speed

And those values are average, which means that as soon as a goblin can attack, he'll score his average damage.
Thus, as long as half the goblin can attack at least once during the encounter, the results are those shown.
And I'm not even taking a surprise round into account.
There is no difference between "We heal the fighter so he can travel with us" and "We wait for the fighter to heal so he can travel with us" from a metagame standpoint. None.
RC
Yeah, there's a lot of implications.
If you break into a guarded dungeon, there's simply no way you can rest in a room for 8 hours, unless you want all the guards in the dungeon to come and wait right out of said room.
Furthermore, you may have a time limit. The party may not simply be allowed to rest every 1 or 2 fight in a dungeon.
As you said, they may be interrupted.
If they're interrupted, and they have a wounded teammate, he'll probably die in the following combat.
Furthermore, this makes spellcasters able to nova during every encounter, since they'll have to rest anyway because of the wounded characters in the party.
So, again: the game doesn't work under these assumptions. Unless, of course, you limit combat to 1/week, you avoid dungeons ( as exploring a dungeon with a dozen encounters might take 10-15 days to one full month, depending on the encounters ), remove traps, and, of course, don't use mid to high level NPCs that have the same terrible defenses as the PCs, but that often have much better offensive capabilities ( and could probably kill at least one party member in a fight...).
In short, unless you remove adventuring from the game.
Oh, sure, you may say: "well, what's wrong if a character dies every session? the game is just harder."
The fact is that it's not harder, it's just silly, because staying alive stops being a matter of cleverness and becomes a matter of time.
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