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<blockquote data-quote="fuzzlewump" data-source="post: 5643691" data-attributes="member: 63214"><p>Eh, if a DM is controlling a player character, that character has second wind in its statblock, and thus the DM can use it if he wants to. Also remember, second wind makes you spend a healing surge, it doesn't <em>just</em> give your healing surge value in healing. The distinction being that if a monster is limited to one healing surge per tier (I think that's right, right?) per fight/day or whatever, then if you're allowing monsters to have Second Wind, Second Wind will spend that single healing surge. That monster can't heal any more with healing surges. So, regardless, the other player's shouldn't be worried that you repeat the same tactic with the boss again.</p><p></p><p>Second Wind, as quoted above, is something only PC's get unless it's explicit in the monster statblock. Second Wind is a <em>power.</em> It's not a healing surge. It's a standard action encounter power that allows you to spend a healing surge. You can use a heal check to trigger a Second Wind only if the person you are using the heal check on has the power 'Second Wind.'</p><p></p><p>It would be like if the Arcana skill had a thing called "Ignition" DC 15, if you use it on a creature it must use a Wizard Daily attack power of its choice, if its available. Would you take that to mean a monster with no Wizard Daily powers would suddenly gain one in order to use it? The only difference between the two situations is that you seem to have a presumption that everything should have a second wind. This is just not the case.</p><p></p><p>To be clear, rule as you wish and go with what is fun, <em>but </em>there is a reason I'm responding in this thread the way I am: this is a houserule. It doesn't really belong in any game, especially D&D Encounters, without first everyone knowing that it is a house rule and then consenting to it. The player's can then plan accordingly (or not play, if it was me. If DM minions were triggering Second Winds on every monster on every fight it would just be... boring. Grindy, if not overpowered.) Actually, a game with this house rule could finally see a party full of Bullywugs! Things that spend a <em>healing surge</em> in their Aura are weakened! But, if you are not the DM, don't present the ruling as a real rule. That is not cool.</p><p></p><p>(Sorry to rain on any parades, but I can't shake the feeling in my head how annoyed I would be if I was the one dissenting guy at that table, or more likely being the DM after the game who looks it up and realized. I think the rules are very clear here, though you may also want to look up fully second wind and healing surges if it still seems cloudy. I'll bow out unless you have any specific questions or something.)</p><p></p><p>EDIT: Actually, I guess second wind isn't it a power, it just calls itself an 'action.' It's only a power in the character builder. Well, in any case, only PC's get the action unless stated otherwise.</p></blockquote><p></p>
[QUOTE="fuzzlewump, post: 5643691, member: 63214"] Eh, if a DM is controlling a player character, that character has second wind in its statblock, and thus the DM can use it if he wants to. Also remember, second wind makes you spend a healing surge, it doesn't [I]just[/I] give your healing surge value in healing. The distinction being that if a monster is limited to one healing surge per tier (I think that's right, right?) per fight/day or whatever, then if you're allowing monsters to have Second Wind, Second Wind will spend that single healing surge. That monster can't heal any more with healing surges. So, regardless, the other player's shouldn't be worried that you repeat the same tactic with the boss again. Second Wind, as quoted above, is something only PC's get unless it's explicit in the monster statblock. Second Wind is a [I]power.[/I] It's not a healing surge. It's a standard action encounter power that allows you to spend a healing surge. You can use a heal check to trigger a Second Wind only if the person you are using the heal check on has the power 'Second Wind.' It would be like if the Arcana skill had a thing called "Ignition" DC 15, if you use it on a creature it must use a Wizard Daily attack power of its choice, if its available. Would you take that to mean a monster with no Wizard Daily powers would suddenly gain one in order to use it? The only difference between the two situations is that you seem to have a presumption that everything should have a second wind. This is just not the case. To be clear, rule as you wish and go with what is fun, [I]but [/I]there is a reason I'm responding in this thread the way I am: this is a houserule. It doesn't really belong in any game, especially D&D Encounters, without first everyone knowing that it is a house rule and then consenting to it. The player's can then plan accordingly (or not play, if it was me. If DM minions were triggering Second Winds on every monster on every fight it would just be... boring. Grindy, if not overpowered.) Actually, a game with this house rule could finally see a party full of Bullywugs! Things that spend a [I]healing surge[/I] in their Aura are weakened! But, if you are not the DM, don't present the ruling as a real rule. That is not cool. (Sorry to rain on any parades, but I can't shake the feeling in my head how annoyed I would be if I was the one dissenting guy at that table, or more likely being the DM after the game who looks it up and realized. I think the rules are very clear here, though you may also want to look up fully second wind and healing surges if it still seems cloudy. I'll bow out unless you have any specific questions or something.) EDIT: Actually, I guess second wind isn't it a power, it just calls itself an 'action.' It's only a power in the character builder. Well, in any case, only PC's get the action unless stated otherwise. [/QUOTE]
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