D&D 5E Second Wind

HD really had some potential to be a modular 'touch point' for healing across the board. Most/all healing effects (SW, CLW, etc) could have expended HD, meaning that all a DM had to do to adjust pacing in his game would be to adjust how often and how many HD are recovered....

and all the 4e haters would scream for months about Hit Dice being randomized Healing Surges and they would grab their torches and light their pitchforks and then WotC would have to announce a super-early-bird pre-Alpha test of 6th edition to get them to not burn down Seattle in their rage.
 

log in or register to remove this ad

and all the 4e haters would scream for months about Hit Dice being randomized Healing Surges and they would grab their torches and light their pitchforks and then WotC would have to announce a super-early-bird pre-Alpha test of 6th edition to get them to not burn down Seattle in their rage.
That is an absolutely absurd suggestion.

...

The WotC corporate office is in Renton.
 

So, you have a friend that you've known for 40 years and you say "Hey, don't come back", all because he interpreted the rules to mean that he could do multiple short rests and heal up his PC.

Uh huh.

What do you do if he spills his Coke on "your table"? :lol:

Yes. That's precisely what I meant. :/
 

Every rule in the book could be worded in a more complex, precise manner that would remove the majority of rule lawyering that goes on when there is vagueness. But then the 90% of players who are not super argumentative and wheedling for any slight advantage and use the immediate 'common sense' interpretation will be burdened with eighteen caveats and corner case definitions for every rule.

Alternatively the Durable rule could have been expressed succinctly & unambiguously.

"Short rests" are more nebulous & I agree with that point.
 

"Short rests" are more nebulous & I agree with that point.

Short Rests are pretty straight forward. The questionable aspect is the lack of limiting factors. No conditions are set for determining when a short rest may be invoked -- like "after a period of activity lasting at least X" -- so we are stuck making an interpretation.
 

HD really had some potential to be a modular 'touch point' for healing across the board. Most/all healing effects (SW, CLW, etc) could have expended HD, meaning that all a DM had to do to adjust pacing in his game would be to adjust how often and how many HD are recovered....

I would rather not. I disliked healing surges as a resource used by healing spells in 4e.
 

Short Rests are pretty straight forward. The questionable aspect is the lack of limiting factors. No conditions are set for determining when a short rest may be invoked -- like "after a period of activity lasting at least X" -- so we are stuck making an interpretation.

Indeed & I was agreeing with the guy who said it would take more detailed rules than it was worth to remove the need for interpretation.
 

I am of the "go ahead an chain 1 hour short rests together if you want to" camp. I see no problem with the fighter being at higher current hp at the expense of in-game time. Time in D&D is a resource as much as hit points, HD and spells. Occasionally, a party will have time to burn and, occasionally, they won't.

I know some DMs don't feel like they're doing jobs if they aren't constantly inflicting attrition on the PCs, but that still isn't an issue. You're still inflicting attrition on the party as a whole. Rogues, clerics and wizards will be using up hp, HD and spells even if the fighter is attrition-resistant in the matter of hp/HD (at the cost of extra-time). When the party, as a whole, is worn down enough and circumstances permit, they take a long rest. Easy as that.

The fighter trope of the warrior with loads of endurance, fortitude and "never-say-'die'-ness" is well-served by SW, allowing them to be ready for battle throughout the adventuring day, even past when other classes are out of HD and spells. This is a good thing, since they paled in comparisons to clerics and paladins (or any class with self-healing) in previous editions. I'd even say SW is a bit too weak since the scaling looks poor.
 

Every creature in DnD5 has wolverine's regenerating powers,
it does not matter how hurt you were, 8 hours of rest and you will
be completely fine, even without magical or medical aid.

If you can accept that, "second wind" healing is nothing special,
fighters are just "wolverinyer" than other people.


about chaining short rests together I can't see how that is a problem.
if your DM start to complain do the following:

1. Do an hour long short rest;
2. Have your character do 100 pushups;
3. repeat from 1.
 

Every creature in DnD5 has wolverine's regenerating powers,
it does not matter how hurt you were, 8 hours of rest and you will
be completely fine, even without magical or medical aid.
IIRC, there are conditions that take longer, at least if the Adventurer League Player's Guide is anything to go by.

Also, you only get back half your HD. So, not quite Wolverine.
 

Remove ads

Top