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New D&D Survey: What Do you Want From Older Editions?
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<blockquote data-quote="spinozajack" data-source="post: 7674751" data-attributes="member: 6794198"><p>Restricting DM preoccupation with such things, like easy access to healing resources is very important, as you say. </p><p></p><p>But for consistency, let me ask, why did you (or the other designers) not put a similar daily limit on the number of Second Winds a fighter can use per day? That has caused a huge amount of discussion, with the usual solution of "let the DM throw a random encounter after the first hour" to prevent that kind of (ab)use. I don't find that fair, when I play a fighter who wants to second wind twice because I can, being told that after each hour an orc will show up to prevent me from healing without spending HD.</p><p></p><p>Second Wind, contrary to Poulstices, doesn't have a "con mod" limit per daily use, so it does do exactly what you just said is bad, it places the burden on DMs to threaten players resting more often to bring the fighter back to full, with arbitrary / punitive / coercive random encounters to make up for that lack of game rule limit.</p><p></p><p>As a DM, I find it very easy to say "your ranger has scoured the area for three hours and found enough herbs for 10 poulstices total, but you think you will have to venture much further to find any more", than to say "you can't ever rest for more than one hour at a time" to prevent Second Wind abuse. If the PCs find a safe cave to rest in, why not let the fighter heal to full without spending HD? Because of balance! Like you said. Right. So why not add a daily limit.</p><p></p><p>The maintenance requirement of the herbs definitely feels gamist and rather odd, no matter how it's justified with fluffy ribbons. </p><p></p><p>It's just simpler to add "the poulstices lose their potency after 24 hours, and any character can't benefit from more than your wis mod per day". So there are other ways to limit it without saying "no", you have to play a game of herb juggler, which to me destroys immersion. </p><p></p><p>Maintaining immersion is important, right? That's why halflings can't trip dragons or oozes in 5th ed, right? Many of us bought into your game because the rules were grounded in plausible explanations and made sense in the story.</p></blockquote><p></p>
[QUOTE="spinozajack, post: 7674751, member: 6794198"] Restricting DM preoccupation with such things, like easy access to healing resources is very important, as you say. But for consistency, let me ask, why did you (or the other designers) not put a similar daily limit on the number of Second Winds a fighter can use per day? That has caused a huge amount of discussion, with the usual solution of "let the DM throw a random encounter after the first hour" to prevent that kind of (ab)use. I don't find that fair, when I play a fighter who wants to second wind twice because I can, being told that after each hour an orc will show up to prevent me from healing without spending HD. Second Wind, contrary to Poulstices, doesn't have a "con mod" limit per daily use, so it does do exactly what you just said is bad, it places the burden on DMs to threaten players resting more often to bring the fighter back to full, with arbitrary / punitive / coercive random encounters to make up for that lack of game rule limit. As a DM, I find it very easy to say "your ranger has scoured the area for three hours and found enough herbs for 10 poulstices total, but you think you will have to venture much further to find any more", than to say "you can't ever rest for more than one hour at a time" to prevent Second Wind abuse. If the PCs find a safe cave to rest in, why not let the fighter heal to full without spending HD? Because of balance! Like you said. Right. So why not add a daily limit. The maintenance requirement of the herbs definitely feels gamist and rather odd, no matter how it's justified with fluffy ribbons. It's just simpler to add "the poulstices lose their potency after 24 hours, and any character can't benefit from more than your wis mod per day". So there are other ways to limit it without saying "no", you have to play a game of herb juggler, which to me destroys immersion. Maintaining immersion is important, right? That's why halflings can't trip dragons or oozes in 5th ed, right? Many of us bought into your game because the rules were grounded in plausible explanations and made sense in the story. [/QUOTE]
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