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<blockquote data-quote="Giltonio_Santos" data-source="post: 6320376" data-attributes="member: 36874"><p>Now, this is what I'd call an overreaction. A fighter can heal to full with some short rests using her second wind. She can probably also heal fully spending some hit dice. In fact, if she opts to just spend the full eight hours resting, she'll fully heal, no matter how much damage, without resorting to any feature. That's how recovery works in 5E. You can love this, you can hate this, but saying second wind is a problematic mechanic when the rest of the system works like that is absurd.</p><p></p><p>In fact, if poor little wizard only needs eight hours to fully heal from damage taken earlier, it's perfectly ok for mighty fighter to take a deep breath, bind her wounds and be ready for action in half of that. The system is saying: everyone can stop for a while, use a healing kit, eat, drink and roll some hit dice to restore HP, but the fighter is so tough that she'll leave those valuable resources for those who are desperately in need. She just needs to catch her breath and will be ready to go.</p><p></p><p>Surely, second wind needs serious reworking if it's going to be used in a campaign where characters heal more slowly, but I see no real discrepancy between the RAW and the rest of the recovery system. D&D characters have lizard DNA these days, I'm still thinking about how to fix that on my own game.</p></blockquote><p></p>
[QUOTE="Giltonio_Santos, post: 6320376, member: 36874"] Now, this is what I'd call an overreaction. A fighter can heal to full with some short rests using her second wind. She can probably also heal fully spending some hit dice. In fact, if she opts to just spend the full eight hours resting, she'll fully heal, no matter how much damage, without resorting to any feature. That's how recovery works in 5E. You can love this, you can hate this, but saying second wind is a problematic mechanic when the rest of the system works like that is absurd. In fact, if poor little wizard only needs eight hours to fully heal from damage taken earlier, it's perfectly ok for mighty fighter to take a deep breath, bind her wounds and be ready for action in half of that. The system is saying: everyone can stop for a while, use a healing kit, eat, drink and roll some hit dice to restore HP, but the fighter is so tough that she'll leave those valuable resources for those who are desperately in need. She just needs to catch her breath and will be ready to go. Surely, second wind needs serious reworking if it's going to be used in a campaign where characters heal more slowly, but I see no real discrepancy between the RAW and the rest of the recovery system. D&D characters have lizard DNA these days, I'm still thinking about how to fix that on my own game. [/QUOTE]
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