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Cloak of the Walking Wounded
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<blockquote data-quote="OnlineDM" data-source="post: 5225683" data-attributes="member: 90804"><p>I'm still fairly new as a DM and player, but I have to admit that I don't follow exactly why this item seems unbalanced in your players hands' (or around their necks, I suppose). It lets them spend two surges instead of one if they Second Wind while bloodied. Well, okay. That's very nice for them. But is it amazing? I don't see why.</p><p></p><p>Using Second Wind is not something that fighting characters look forward to doing. They usually hope that the healers in the party will help them spend a surge with a bonus so that they can use their standard actions to attack. If it's a dwarf who can use Second Wind as a minor action, then sure, you'll expect that character to use Second Wind pretty much every encounter. But if your non-dwarf fighter is surrounded by bad guys and is bloodied, taking a turn to use Second Wind means a turn that no bad guys are dying - that fighter might STILL be in trouble, even if he regains two surges worth of hit points.</p><p></p><p>And when you talk about the characters having 150% of their hit points, I think you're talking about the fact that a surge is 25% of their HP, so spending two surges means they'll be able to recover 50% during the battle. Keep in mind, though, that they could always recover 25% with their Second Wind, so this is only a 25% bonus, not a 50% bonus.</p><p></p><p>Finally, keep in mind that the character has a finite quantity of surges available. If the bad guys focus on your fighter, he's probably going to need more than two surges worth of hit points over the course of the battle and the subsequent recovery. If he spends a total of seven surges in the battle, well, he's not going to fight through too many battles.</p><p></p><p>Cloak of the Walking Wounded seems to be a nice little item, and something I'd certainly want a lot if I were playing a dwarf and Second Winding every encounter already. But is it crazy good, especially for races that have to spend a standard action not attacking in order to get any benefit from it? No, I don't think so. Then again, I'm new so I might be missing something ridiculously powerful here!</p></blockquote><p></p>
[QUOTE="OnlineDM, post: 5225683, member: 90804"] I'm still fairly new as a DM and player, but I have to admit that I don't follow exactly why this item seems unbalanced in your players hands' (or around their necks, I suppose). It lets them spend two surges instead of one if they Second Wind while bloodied. Well, okay. That's very nice for them. But is it amazing? I don't see why. Using Second Wind is not something that fighting characters look forward to doing. They usually hope that the healers in the party will help them spend a surge with a bonus so that they can use their standard actions to attack. If it's a dwarf who can use Second Wind as a minor action, then sure, you'll expect that character to use Second Wind pretty much every encounter. But if your non-dwarf fighter is surrounded by bad guys and is bloodied, taking a turn to use Second Wind means a turn that no bad guys are dying - that fighter might STILL be in trouble, even if he regains two surges worth of hit points. And when you talk about the characters having 150% of their hit points, I think you're talking about the fact that a surge is 25% of their HP, so spending two surges means they'll be able to recover 50% during the battle. Keep in mind, though, that they could always recover 25% with their Second Wind, so this is only a 25% bonus, not a 50% bonus. Finally, keep in mind that the character has a finite quantity of surges available. If the bad guys focus on your fighter, he's probably going to need more than two surges worth of hit points over the course of the battle and the subsequent recovery. If he spends a total of seven surges in the battle, well, he's not going to fight through too many battles. Cloak of the Walking Wounded seems to be a nice little item, and something I'd certainly want a lot if I were playing a dwarf and Second Winding every encounter already. But is it crazy good, especially for races that have to spend a standard action not attacking in order to get any benefit from it? No, I don't think so. Then again, I'm new so I might be missing something ridiculously powerful here! [/QUOTE]
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