Welcome to the group, [@Norschtalen]. It is a pleasure to have you with us. Introductions out of the way, the notion that out-of-combat healing is superior to in-combat healing holds true and strong even in this edition; some might recall the Wand of Cure Light Wounds or Wand of Lesser Vigor debates of old. It is also worth mention that while save or die spells are far more rare, there's still a fewer number of save or lose options, but not as many as the hit point affecting types. Given this, hit point damage is still steadily common enough to the point it is more or less the only real reason one would regularly die. Short of preventing an ally from going unconscious or outright dying, healing is usually the lesser option. The Goodberry trick? Excellent outside battle and comes on early for characters. Not too versatile - I cannot really imagine forcing a berry into healing an unconscious ally by forcing it into their mouth - but it tremendously improves group longevity, namely at low levels. We as a group [i]still[/i] have not hit second level, which I am guessing this dragon fight might change, but that's a loosed bolt in the dark, but I digress to the example that all of our hit dice are expended for the most part and we lacked a consistent healing member until now. I would say it helps avert the 5 Minute Work Day of the Third Edition, but requires a pretty strong suspension of disbelief... even in Dungeons and Dragons. I like it more than the wands option by far because it is rewarding to the player responsible, but there should be a give-take balance on it.