W'rkncacnter
Hero
yeah, sorry, what i meant was saying PCs can have that because PCs and monsters are different is faulty reasoning. forgot a few words there.Saying a PC can have some ability or more uses of it than a strong monster isn't faulty reasoning, it's something we constantly see in the game, because PC's and monsters are treated differently.
Perhaps you are trying to say something else is faulty reasoning? If so, please be clear.
except you're still assuming most people use the "standard" adventuring day. they don't. your idea of a "shorter adventuring day" is closer to a LONG adventuring day for a lot of groups (again, i know it is for mine). for these groups, the fighter is going to be able to just flat out succeed on any saving throw effects for the whole day. that's ridiculous.Fully agreed. In this case in long adventuring days fighters will be able to shrug off 3-6 failed saving throws. In a standard adventuring day that's maybe 1 per encounter on average. In a shorter adventuring day that tops out at maybe 2 on average. That doesn't sound excessive at all to me.
not for what we want to do.It does help though.
yeah. yes. exactly.We just need a bunch of other abilities that would make sense for the fighter that we can give him as well.
i mean i get now that my issue was i was forgetting to account for the initial second wind from leaving a long rest but why did you write it like this?I assumed 2 short rests? 224 from hp (124 from class, 100 from com). 220 from hit dice. 26.5 per rest from second wind (3 rests) = 79.5 from second wind. Totals 523.5 on average.
anyway, i was also adding con to the second wind. done properly my numbers should've been about 475 hp, and yours should be about 500.
although, again, we're still assuming most groups play with the full adventuring day.
you raised the number. i was just checking it.Though really, why are you quibling about whether it's 480 or 520? Does that 40 hp really make a difference?