
JopoRyk |

A point of interpretation came up at our last gaming session related to my cleric's ability to use Healing Word. It is described as an Encounter Power, but is it limited to combat situations? Say we're out walking through the forest and one of my guild falls in a pit, taking damage. We pull him out. Can I whisper a prayer to hasten his healing?
What about right at the end of combat? We defeat that last of the kobolds (or whatever) - can I as my next action, even thought combat proper has ended, whisper my prayer to help an ally heal?
This just seems like one of those abilities clerics should be able to use whenever they want. It's not contingent on making a successful dice roll (such as to hit and enemy), just on a whispered prayer.
Anyone have any answers to this dilemma?

Azigen |

A point of interpretation came up at our last gaming session related to my cleric's ability to use Healing Word. It is described as an Encounter Power, but is it limited to combat situations? Say we're out walking through the forest and one of my guild falls in a pit, taking damage. We pull him out. Can I whisper a prayer to hasten his healing?
What about right at the end of combat? We defeat that last of the kobolds (or whatever) - can I as my next action, even thought combat proper has ended, whisper my prayer to help an ally heal?
This just seems like one of those abilities clerics should be able to use whenever they want. It's not contingent on making a successful dice roll (such as to hit and enemy), just on a whispered prayer.
Anyone have any answers to this dilemma?
I would say that you would be able to generally in my game. However, it would be DM fiat.
For example if you fall into a pit, you are dealing with a trap which is a non-combat encounter imo. I think you could use it at the end of the encounter with out a problem, if the table rule was that combat end at the end of the initiative roster.
This might be an excellent question for Wotc Customer Service

David Marks |

I'm almost 100% certain you can use encounter powers as often as you want, in or out of an encounter. Of course, once used you'll need to take a Short Rest to regain the use of them.
If not pressed for time, taking two Short Rests back to back so that the group's Leaders can help some other groupmates conserve Healing Surges (by using up their Healing/Inspiring/Whatever Words) is a pretty sound strategy.
One final note, if an NPC buddy gets hurt and you use Healing Word on him, don't forget he likely doesn't have many Healing Surges. Non-PCs only have 1 per tier, by default, so they won't be healing as rapidly as your more combative buddies.
Cheers! :)
Edit: Curses! Ninja'd by a dragon!

varianor |

Common sense says "use it!" Wizards would appear to back this up.
Really, this appears to gibe with the definition of "short rest" on p.263 which is five minutes. Within it, it specifically speaks about using "an encounter power (such as a healing power)" during a short rest. You have to take another short rest to renew the encounter power and use it again. So the limitation, effectively, is that you can use an encounter power at least every five minutes, as long as you take a short rest after.

Teiran |

The rules for using this, and all other encounter powers outside of a normal combat, are quite simple.
You can use any power at any time. Encounter powers recharge after a short rest. A short rest is any five minutes in which the player is not fighting, casting a ritual, or generally engaging in an encounter (Such as a skill challenge).
That means if you wanted to and had the time, the cleric can use healing word over and over again, taking a half hour break before moving on to the next room of a dungeon and boosting the healing potential of the entire party.
A paladain can like wise heal NPC's who have no more remaining healing surges through the lay on hands power, because that uses up the paladain's heaing surge not the person it's used on if I remember correctly.

David Marks |

The rules for using this, and all other encounter powers outside of a normal combat, are quite simple.
You can use any power at any time. Encounter powers recharge after a short rest. A short rest is any five minutes in which the player is not fighting, casting a ritual, or generally engaging in an encounter (Such as a skill challenge).
That means if you wanted to and had the time, the cleric can use healing word over and over again, taking a half hour break before moving on to the next room of a dungeon and boosting the healing potential of the entire party.
A paladain can like wise heal NPC's who have no more remaining healing surges through the lay on hands power, because that uses up the paladain's heaing surge not the person it's used on if I remember correctly.
You are correct, re: a Paladin's Lay on Hands ability. Something to note is you can still cure someone using Healing Word even if they are out of Healing Surges. Instead of their Surge value, they only heal 1 HP, however, so you heal a substantial bit less.
Cheers! :)

Teiran |

Something to note is you can still cure someone using Healing Word even if they are out of Healing Surges. Instead of their Surge value, they only heal 1 HP, however, so you heal a substantial bit less.
Cheers! :)
But, the power would still give the 1d6 + Cha bonus hit points, and that makes the healing word spell quite useful even once a party has run dry on the healing surges.
It would require a more significant rest then normal, but if the party can't rest a full eight hours but could perhaps wait one hour or even half and hour, you'd be able to get a lot of hit points back.

Arcesilaus |

Something to note is you can still cure someone using Healing Word even if they are out of Healing Surges. Instead of their Surge value, they only heal 1 HP, however, so you heal a substantial bit less.
Where is this spelled out? I was under the impression that a character without healing surges was out of luck for the day (at least as far as healing goes).
O

varianor |

That is from Healing the Dying on p.295. "When you are dying, any healing restores you to at least 1 hit point." Further down, "If the healing requires you to spend a healing surge but you have none left, you are restored to 1 hit point." Actually, this looks better and better. If you're into negatives, and you slap someone with healing word, they go to 1 hp automatically.

Arcesilaus |

That is from Healing the Dying on p.295. "When you are dying, any healing restores you to at least 1 hit point." Further down, "If the healing requires you to spend a healing surge but you have none left, you are restored to 1 hit point." Actually, this looks better and better. If you're into negatives, and you slap someone with healing word, they go to 1 hp automatically.
So this only applies to someone who is at negative HP and also would not allow for some of the options that were discussed earlier in this thread, as the healing would place the character at 1 HP, not 1 plus 1d6 + Cha.
O

David Marks |

I'm pretty sure you don't have to be dying to benefit from a healing affect even if you are out of healing surges.
I'm not sure if you'd still get the 1d6 extra from a Healing Word if you were out of surges though.
And I wish I could provide some sources, but my wife doesn't let me bring gaming books to work (often).
I'll see if I can dig some stuff up tomorrow though (tonight is game night, so no time after work to investigate!)
Cheers! :)

David Marks |

I found nothing to suggest that a healing word used on someone out of healing surges (but not negative) would still heal 1 hp. However, it seems reasonable since otherwise the effort it wasted.
You are right! I apparently am in error here. If you are dying and receive healing you are healed to one if out of surges. I believe potions also provide this, but if you are up and awake and out of surges, you're out of luck. Interesting!
I'd possibly allow it anyway, although I don't think I'd give the +1d6 HP as well.
Cheers! :)