| Colette Brunel |
Did I miss something, or are powers, spells, alchemical items, and magic items the only reliable means of healing in between encounters?
Did I miss some sort of "short rest" mechanic?
This seems like a step back from Starfinder, which gave characters a reliable means of topping themselves off between encounters, on top of a Medicine skill.
It seems lame and non-heroic for characters to be at the mercy of chugging down vials, hitting up wands, and sucking up to a cleric for recuperating between encounters.
| Greylurker |
The only time you use potions is when you have resonence. Otherwise you have a 50% chance of wasting your money.
If you are out of resonance the party healer pulls out the first aid kit, a Box of 10 or so Heal wands, as a failed roll doesn't seem to burn a charge, where as a Potion is gone once you drink it regardless. Healer cycles the wands until he has a failed check on all 10. The only thing you worry about is the Crit Fail, that renders the whole kit useless for the day.
| JDLPF |
A couple of feats let you heal using skills too, Battle Medic and Natural Medicine, but they're once per day per target abilities.
Overall, you're SOL if you want to be topped off after each fight. Your 1st level Cleric has 3 spell slots and 3+Cha channels, and they're only single target heals for 1d8+Wis mod or just Wis mod for AoE heal.