D&D 5E Starter Set Character Sheet Revealed!

At any rate, I'm curious to see how it plays out.
Me too. The big question is what the final rules for short and long rests look like. I'm actually more okay with "unlimited short rests" than "one short rest per combat." But we'll see.

...And I'm now wondering if the game will support a "slow recovery" option, where a short rest is 8 hours and a long rest is a week or more. That could be really interesting.
 

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Me too. The big question is what the final rules for short and long rests look like. I'm actually more okay with "unlimited short rests" than "one short rest per combat." But we'll see.

...And I'm now wondering if the game will support a "slow recovery" option, where a short rest is 8 hours and a long rest is a week or more. That could be really interesting.

I'd almost be willing to bet that there will be options like that in the DMG. And I think I agree with you about short rests and combat. Requiring a combat to get rest leads to too many potential metagame problems.

And Cybit's last post pointing out that second wind doesn't scale very powerfully with level has me less concerned. It's basically just giving you an extra hit die per rest, and I'm fine with thinking that fighting types can recover a bit more quickly sometimes. There's some potential absurdity at low levels in being very gravely wounded and being able to get pumped right back up after a few hours of rest. But I suspect grittier options in the DMG will cover that if it bothers you.

Also, based on my playtest games, I've not had a group try to take more than one or two short rests in a day, even to refresh things like ki points.

AD
 

I am kind of disappointed by the second wind and action surge.
These two are subclass specific or class specific?


Also no armor penalty to athletics?

I am also disturbed.

I'll be running 5e for a few months regardless, but these particular abilities have hit a nerve.

I'm afraid my group is a one issue voter type of gang... and unfortunately this is it (anything resembling healing surge!).

Hopefully it'll shape up in context of the full game.

I was actually pinning my hopes on the promised flexibility; I'd be super impressed if these abilities were optional.
 

I am also disturbed.

I'll be running 5e for a few months regardless, but these particular abilities have hit a nerve.

I'm afraid my group is a one issue voter type of gang... and unfortunately this is it (anything resembling healing surge!).

Hopefully it'll shape up in context of the full game.

I was actually pinning my hopes on the promised flexibility; I'd be super impressed if these abilities were optional.

How is Second Wind different than healing via hit dice w/r/t Healing Surges being a no-no, out of curiosity?

Based on http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20140113 I am guessing Action Surge & Second Wind are base class abilities.
 

There's some potential absurdity at low levels in being very gravely wounded and being able to get pumped right back up after a few hours of rest.

Equally valid complaint against full healing overnight with a long rest. I expect a option to change the long rest rules would chain down to these kind of abilities.

I think it says that easy overnight healing is the default, but we've already seen Optional rules in the playtest, not including just transplanting rules from a preferred edition.

Healing options:
Default
Slow Default
Really Slow Default
1e or B/X
2e
3e
4e
 

How is Second Wind different than healing via hit dice w/r/t Healing Surges being a no-no, out of curiosity?

Based on http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20140113 I am guessing Action Surge & Second Wind are base class abilities.

Im not sure I understand your question, but when i say "resemble" healing surges; to our group the word healing surge brings on a flood of memories dominated by the words "second wind" and "second wind in all but name"

My concern is that it's not to my groups taste that the fighter class can self-heal every encounter, or more than once a day.

It's a fine line, as the 3e monks self healing, or even the paladins lay on hands is acceptable (to my groups play-style); probably because of how limited those abilities are.

The idea that a party is crippled without a cleric is very appealing to my players, despite the fact none of them likes playing a cleric and they die all the time.
 

Equally valid complaint against full healing overnight with a long rest. I expect a option to change the long rest rules would chain down to these kind of abilities.

I think it says that easy overnight healing is the default, but we've already seen Optional rules in the playtest, not including just transplanting rules from a preferred edition.

Healing options:
Default
Slow Default
Really Slow Default
1e or B/X
2e
3e
4e

Wow that is really what I'm hoping for.

I don't want to crack open 5e to just start house ruling everything, I want support for the playstyle my group wants to engage.
 

The way second wind works leaves a bad taste... i hope there will be a limit to it. Otherwise it is too powerful early on and not powerful enough later. I also don´t see a reason not to use it as early in the fight as you lost some hp. It has no opportunity cost at all. It is the cheapst healing available.

I´d rather have the old parry back, maybe as an encounter power: roll 1d10+fighter level and subtract it from the damage a blow deals.

As a compromise I would have second wind add a few amounts of hitdice to the fighter and let second wind just allow to use a hitdie during combat once per short rest. I will most probably fix it. Having fighters regenerate 24d10+24 hp at level 1 per day is too much.

The third option would be simply limiting short rests to 3 per day. Maybe the best option.
 

Wow that is really what I'm hoping for.

I don't want to crack open 5e to just start house ruling everything, I want support for the playstyle my group wants to engage.

Good news is that you will have support for the playstyle.

Bad news is that you will have to crack open the game to some extent. But that's sort of the point. Everyone will have to crack the game open. The game is designed to be cracked open. It supports very few "styles" explicitly from the get go, but that's intended. The idea is that the group figures out what kind of playstyle they want, and then uses those rules.

Aside; 8 hours of rest is a full rest, so any amount of second winding beyond 8 hours a day is a little...um...besides the point?
 

The wandering monster tables, which are as much a part of this new version of the game as this ability, say different.

You know, I remember when 3e first came out, lots of people were saying the monk was too good and clearly the best class and overpowered. It took about 6 months of playing with the actual rules before people figured out it's not just a simple matter of reading this stuff out of context. And back then people claimed "I've been playing RPGs long enough to know from just reading!" just like I am sure people will respond to this post.
wandering monsters - unlikely to be rolling for this every hour in the wilderness, although I dont know what the rules are. Also, there are no wandering monsters in cities. So no, wandering monster tables wont fix it at all, I'd say. And even if you do roll every hour, it will still be a calculated risk that is worth it, the more fighters or MC fighters are in your party. Say it's 20% chance of wandering monster every hour. You can risk a few hours to get back a bunch of HP for free, provided you dont get unlucky. Not a fix. Two fixes for second wind: (1) temp hp that doesnt stack or (2) optional DM rule that all short rest abilities are capped at 4/day max (ie approx number of expected encounters per day).
 

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