| Post/Author/DateTime | Post |
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| #1morrisonmp_dupAug 13, 2009 15:37:05 | The Restful Healing feat has always confused me, and now, seeing the Mark of Hospitality from Eberron, I have to ask, How are these useful? You wouldn't use healing powers during a short rest because then you don't recharge/refresh them for the next encounter... (mark of hospitality) and you wouldn't need hp after an extended rest (but before an encounter) because you are completely healed by an extended rest, and when would you need hp between a rest and an encounter? (restful healing) These two feats seem sorta... pointless... When it was a random feat in PH2 I didn't care, but when it is the bonuse you get for a Dragonmark, that seems sad. Anyway, can anyone clue me in on what I'm missing here, or why these are at all useful? Thanks |
| #2slobo777aAug 13, 2009 15:42:43 | The point is that it maximises the effect of healing surges (augmented via Healing Word), which are a limited resource. You have to take yet another short rest (to recharge your powers before the next encounter). But yes you can recharge powers used between encounters. |
| #3pbnAug 13, 2009 15:44:09 | You wouldn't use healing powers during a short rest because then you don't recharge/refresh them for the next encounter Herein lies the problem. Depending on how your game runs, this is not always true. Holding off on using the healing until the next encounter loses time. By using the healing powers during the short rest, the healers can "go in fighting". It's a lot easier when in the middle of dungeon crawl to get 5 minutes of peace, than 6 hours. |
| #4GMforPowergamersAug 13, 2009 15:47:49 | Anyway, can anyone clue me in on what I'm missing here, or why these are at all useful? lets say an encounter ended...and we know the big dragon is next...I have 2 surges left and only 8hp...my max is 115 so my bloodied is 57 and my surge is 31 (items and feats up it)...our cleric can use his healing word for +6d6+13...or +49 with the feat... now would you rather spend a surge and get 6d6+13 extra, or 49 extra back?? here the math...avrage roll is 3.5 per die so 21+13 is 34...15 pts less |
| #5nightsonAug 13, 2009 15:49:58 | If you have five minutes to rest, you usually can spare another five. |
| #6SavevsDeathAug 13, 2009 15:50:23 | Theres nothing stopping you from expending unused Healing Words during a short rest and then getting them back at the end. Why is this confusing at all? |
| #7pbnAug 13, 2009 15:57:43 | If you have five minutes to rest, you usually can spare another five. usually, but not always (sometimes even the first try is interrupted :D) in either case, however, you want to go in at max, if possible, you don't want to wait until "in-combat" to start healing up |
| #8NinjaPleaseAug 13, 2009 16:16:25 | Your short rest should never be interrupted unless you try to do it in front of the enemies. Encounters are balanced based on your short rests and if your DM isn't letting you at least complete one, I'm sorry to say but he is evil. Neither of the DM's I play with have a problem with us taking at least 2 short rests and sometimes more if we have enough healing surges to bring us back up or close to full. Maybe evil is a little harsh, but if you cannot complete even one sometimes, then I fear for your lives! lol |
| #9pbnAug 13, 2009 16:21:28 | Your short rest should never be interrupted unless you try to do it in front of the enemies. Encounters are balanced based on your short rests and if your DM isn't letting you at least complete one, I'm sorry to say but he is evil. Neither of the DM's I play with have a problem with us taking at least 2 short rests and sometimes more if we have enough healing surges to bring us back up or close to full. I don't believe I'm evil (I'm the DM :D). However, yes, the idea is to make sure that they do, indeed, fear for their lives. |
| #10mr_teapotAug 13, 2009 16:41:25 | Theres nothing stopping you from expending unused Healing Words during a short rest and then getting them back at the end. Why is this confusing at all? A lot of people want to make "per encounter" to be more complicated than it really is, by assuming that you really need an enemy nearby to use them, or that powers don't recharge until an encounter starts, or that you can't heal out of combat. A lot of confusion comes from this. I think that the OP might fall in this group, but could be wrong. "Per encounter" just means "once every five minutes". |
| #11Seeker95Aug 13, 2009 17:52:13 | if you cannot complete even one [short rest] sometimes, then I fear for your lives! lol Sometimes, you cannot complete even one short rest. Usually you can complete as many as you need. But sometimes, even that one short rest is difficult. My PCs had to make it through the Deep Dark Woods, during the night, in a driving rain, harried by bandits. If they stopped for the night, they failed their quest. If they took a rest, the bandits caught up to them. Part of this adventure was based on the difficulty of taking even one short rest, much less as many as they wanted. |
| #12pbnAug 13, 2009 18:28:24 | My PCs had to make it through the Deep Dark Woods, during the night, in a driving rain, harried by bandits. If they stopped for the night, they failed their quest. If they took a rest, the bandits caught up to them. Part of this adventure was based on the difficulty of taking even one short rest, much less as many as they wanted. That is TOO funny - though for me, it wasn't bandits. Out of curiousity, did you also bundle this in a SC with Nature and Perception gaining them time? (that's how I set mine up) edited: typo |
| #13NinjaPleaseAug 13, 2009 18:34:31 | Sometimes, you cannot complete even one short rest. That makes sense. It sounds to me like, you stop for a short rest they catch up. As long as you keep moving you gain on them. I don't see anything wrong with that as long as they get a chance to rest once they get away, but before another combat took place. The post I was responding to made it sound like it was happening all the time. :P |
| #14Seeker95Aug 13, 2009 21:12:05 | did you also bundle this in a SC with Nature and Perception gaining them time? There were skill challenge elements, but more for avoiding failure. Nature and Perception allowed them to "know" that the pace of the bandits was unlikely to permit a rest. A separate similar use of these skills allowed them to judge how many breaks they "could" take and still make it to their destination in time. A successful Endurance allowed them to recover a healing surge. Nature and History allowed them to identify a faster route. Bluff and Stealth allowed them to set a false trail to gain one short rest through the night. Athletics and Acrobatics allowed them to treat the difficult terrain as normal terrain for purposes of escaping in the combat they entered into. (Those last two were suggested by the players. I liked it.) |
| #15pbnAug 13, 2009 21:37:57 | There were skill challenge elements, but more for avoiding failure. Nature and Perception allowed them to "know" that the pace of the bandits was unlikely to permit a rest. A separate similar use of these skills allowed them to judge how many breaks they "could" take and still make it to their destination in time. A successful Endurance allowed them to recover a healing surge. Nature and History allowed them to identify a faster route. Bluff and Stealth allowed them to set a false trail to gain one short rest through the night. Athletics and Acrobatics allowed them to treat the difficult terrain as normal terrain for purposes of escaping in the combat they entered into. (Those last two were suggested by the players. I liked it.) very nice! Here's some royalty for bits I may "borrow" ![]() ![]() |