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<blockquote data-quote="DDNFan" data-source="post: 6320363" data-attributes="member: 6776483"><p>Taking two short rests in a row is not at all similar to carrying a bag of rats. The fighter character would know that he heals or undoes the damage he just received at a rate of once per hour of short rest. So, take two short rests, or three, or five, until he is full up.</p><p></p><p>I'm not breaking the rules by playing by the rules, the rules are broken. Railroading PCs is not the answer. Anything they put in the FAQ to limit when you can take a short rest will probably seem contrived and arbitrary, and anyway will be exploitable. So sure, the fighter uses second wind, then they start walking for a bit, until whenever the new FAQ suggestion or rule states that sufficient time has passed, or circumstances have arisen, and the player can decide if he wants to risk using an HD or take another short rest as soon as the criteria are met. If I'm on a budget, and I can avoid wasting money, why are you telling me to waste money? (or cure spells) I can wait a couple minutes before starting another hour-long rest, if I can take another rest for an hour anyway.</p><p></p><p>Lay on Hands is a certain number of times per day. The cleric healing ability is capped to 50%, which inherently stops it from making Cure Wounds or HD obsolete. Second Wind isn't capped or limited in any way except a flimsy, "when does one rest end and another begin"-way. Which is bad game design. When you have a healing limit for the fighter class, it had better have hard, serious caps on it that aren't open to debate. </p><p></p><p>Until there's a limit on the number of short rests you can take, or they add some kind of delay between short rests, it is perfectly rational, sensible, and not an exploit in any way, to play the game by the rules. </p><p></p><p>Why should I cast cure wounds on my party member when he can cure himself now, at no daily cost? Makes no sense, in character or out of character. I enjoy playing games with rules that make sense, that's why aside from this and a handful of other rules in 5th edition, I play it weekly. </p><p></p><p>If I didn't think the rules made sense overall, I wouldn't play this game. There are two other rules lawyers in my group, and they also similarly dislike arbitrary DM fiat or hand wavey rationalizations for not allowing something so simple. </p><p></p><p>This wasn't a problem in the October packet, they introduced this later.</p></blockquote><p></p>
[QUOTE="DDNFan, post: 6320363, member: 6776483"] Taking two short rests in a row is not at all similar to carrying a bag of rats. The fighter character would know that he heals or undoes the damage he just received at a rate of once per hour of short rest. So, take two short rests, or three, or five, until he is full up. I'm not breaking the rules by playing by the rules, the rules are broken. Railroading PCs is not the answer. Anything they put in the FAQ to limit when you can take a short rest will probably seem contrived and arbitrary, and anyway will be exploitable. So sure, the fighter uses second wind, then they start walking for a bit, until whenever the new FAQ suggestion or rule states that sufficient time has passed, or circumstances have arisen, and the player can decide if he wants to risk using an HD or take another short rest as soon as the criteria are met. If I'm on a budget, and I can avoid wasting money, why are you telling me to waste money? (or cure spells) I can wait a couple minutes before starting another hour-long rest, if I can take another rest for an hour anyway. Lay on Hands is a certain number of times per day. The cleric healing ability is capped to 50%, which inherently stops it from making Cure Wounds or HD obsolete. Second Wind isn't capped or limited in any way except a flimsy, "when does one rest end and another begin"-way. Which is bad game design. When you have a healing limit for the fighter class, it had better have hard, serious caps on it that aren't open to debate. Until there's a limit on the number of short rests you can take, or they add some kind of delay between short rests, it is perfectly rational, sensible, and not an exploit in any way, to play the game by the rules. Why should I cast cure wounds on my party member when he can cure himself now, at no daily cost? Makes no sense, in character or out of character. I enjoy playing games with rules that make sense, that's why aside from this and a handful of other rules in 5th edition, I play it weekly. If I didn't think the rules made sense overall, I wouldn't play this game. There are two other rules lawyers in my group, and they also similarly dislike arbitrary DM fiat or hand wavey rationalizations for not allowing something so simple. This wasn't a problem in the October packet, they introduced this later. [/QUOTE]
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