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<blockquote data-quote="DDNFan" data-source="post: 6319865" data-attributes="member: 6776483"><p>You're just parrotting Mearls' hostility here. It's not the player's fault for playing their basic fighters effectively. It's the designers who built this ability's fault, entirely. Such a cop out to blame people for wanting to rest two hours instead of one. That will happen a lot, and it shouldn't be the DM's job to fix bugs in the basic D&D rules. They're aware of it and passing the buck.</p><p></p><p>It has never been a good answer to say "let the DM fix it". No, they should fix issues in their own game, that's their job. We pay them to do that. Players are clever, they learn to use their characters over time, this knowledge gets propagated. "Don't waste your hit dice, let's take another hour before continuing on instead" will be a refrain heard a lot.</p><p></p><p>Might as well just give fighters a regen ability. That's what Second Wind is, effectively.</p><p></p><p>This is not abstract for me. The game I'm playing, we have a halfling fighter. We have this system of way portals that we can use for short or long rests that are like teleport zones through a high magic world. Now, without a cleric, we can just jump in there, spend three or four hours instead of one each time, and our fighter never needs a Cure Wounds spell cast on him. Ever. This means no matter how you narrate HP loss, the fighter is like a troll whose wounds disappear quickly, while the rest of the group just sits there, bleeding and bandaged up. This means my ranger won't ever have to cast Cure Wounds on the fighter. That's <em>stupid</em>.</p><p></p><p>This is game breakingly bad for our campaign. Our fighter will now almost always be at max HP after rests, short or long, no matter what. Because Second Wind doesn't have a hard limit on it.</p><p></p><p>Terrible game design here. They built a limited healing system and bypassed it for fighters. Pure facepalm.</p></blockquote><p></p>
[QUOTE="DDNFan, post: 6319865, member: 6776483"] You're just parrotting Mearls' hostility here. It's not the player's fault for playing their basic fighters effectively. It's the designers who built this ability's fault, entirely. Such a cop out to blame people for wanting to rest two hours instead of one. That will happen a lot, and it shouldn't be the DM's job to fix bugs in the basic D&D rules. They're aware of it and passing the buck. It has never been a good answer to say "let the DM fix it". No, they should fix issues in their own game, that's their job. We pay them to do that. Players are clever, they learn to use their characters over time, this knowledge gets propagated. "Don't waste your hit dice, let's take another hour before continuing on instead" will be a refrain heard a lot. Might as well just give fighters a regen ability. That's what Second Wind is, effectively. This is not abstract for me. The game I'm playing, we have a halfling fighter. We have this system of way portals that we can use for short or long rests that are like teleport zones through a high magic world. Now, without a cleric, we can just jump in there, spend three or four hours instead of one each time, and our fighter never needs a Cure Wounds spell cast on him. Ever. This means no matter how you narrate HP loss, the fighter is like a troll whose wounds disappear quickly, while the rest of the group just sits there, bleeding and bandaged up. This means my ranger won't ever have to cast Cure Wounds on the fighter. That's [I]stupid[/I]. This is game breakingly bad for our campaign. Our fighter will now almost always be at max HP after rests, short or long, no matter what. Because Second Wind doesn't have a hard limit on it. Terrible game design here. They built a limited healing system and bypassed it for fighters. Pure facepalm. [/QUOTE]
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