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<blockquote data-quote="Li Shenron" data-source="post: 6327720" data-attributes="member: 1465"><p>I don't think it's actually possible for an adventure to "assume" feats. There will be plenty of feats anyway, so how the hell the adventure designers are going to design their adventures <em>differently</em> by assuming feats are used?</p><p></p><p></p><p></p><p>This is a good point, but I wouldn't even call those "errata". Errata-corrige are corrections to the text, not clarifications, so those would rather be FAQs or "Sage advice".</p><p></p><p>I would be intrigued anyway if WotC decided <em>not</em> to provide official rulings for ambiguous situations. I understand the potential problem with organized play (which is a big part of 5e), but still I wouldn't dislike if they forced each DM/group to make their own ruling on certain things, especially corner cases and rarely coming-up combinations. </p><p></p><p></p><p></p><p>More generally, I think the problem is with <em>healing</em> and other unbounded replenishment abilities (there might be none at the moment). </p><p></p><p>For example, take a look at Arcane Recovery: it is not unbounded because it specifically says "once per day" even if it based on a short-rest. So no problem here. But if it didn't say so, a Wizard could just take additional short rests until regaining all her spells slots, and I'm sure there will be arguments about this!</p><p></p><p>However, while <em>in theory </em>unlimited self-healing sounds like a problem, <em>in practice </em>it depends on how the DM runs the adventures. I still don't have a clear opinion on this, but while a badly wounded Fighter might force the party to stop for N hours to regain Nd10 hp, he might also just call it a day and take a long rest, hence regaining <em>all</em> hp.</p><p></p><p>At the same time, as @mips says, I don't think this is the intent of Second Wind. I don't think it's meant to represent <em>regenerating wounds</em> but rather <em>ignoring</em> some damage you just took <em>during</em> the current combat. That's why it says "on your turn". IIRC in the playtest it required you to take an action i.e. forgo your attacks for a round, while in Basic it's more conveniently a bonus action. Still, it feels to me this is supposed to work only <em>during combat</em>, not afterwards (the short rest is to <em>reset</em> the ability, not to <em>use</em> it). </p><p></p><p>Maybe I'm wrong, but if this is the intent, then the current design is not good. I would like to HR this so that it only heals damage taken during the current (or just ended) encounter.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6327720, member: 1465"] I don't think it's actually possible for an adventure to "assume" feats. There will be plenty of feats anyway, so how the hell the adventure designers are going to design their adventures [I]differently[/I] by assuming feats are used? This is a good point, but I wouldn't even call those "errata". Errata-corrige are corrections to the text, not clarifications, so those would rather be FAQs or "Sage advice". I would be intrigued anyway if WotC decided [I]not[/I] to provide official rulings for ambiguous situations. I understand the potential problem with organized play (which is a big part of 5e), but still I wouldn't dislike if they forced each DM/group to make their own ruling on certain things, especially corner cases and rarely coming-up combinations. More generally, I think the problem is with [I]healing[/I] and other unbounded replenishment abilities (there might be none at the moment). For example, take a look at Arcane Recovery: it is not unbounded because it specifically says "once per day" even if it based on a short-rest. So no problem here. But if it didn't say so, a Wizard could just take additional short rests until regaining all her spells slots, and I'm sure there will be arguments about this! However, while [I]in theory [/I]unlimited self-healing sounds like a problem, [I]in practice [/I]it depends on how the DM runs the adventures. I still don't have a clear opinion on this, but while a badly wounded Fighter might force the party to stop for N hours to regain Nd10 hp, he might also just call it a day and take a long rest, hence regaining [I]all[/I] hp. At the same time, as @mips says, I don't think this is the intent of Second Wind. I don't think it's meant to represent [I]regenerating wounds[/I] but rather [I]ignoring[/I] some damage you just took [I]during[/I] the current combat. That's why it says "on your turn". IIRC in the playtest it required you to take an action i.e. forgo your attacks for a round, while in Basic it's more conveniently a bonus action. Still, it feels to me this is supposed to work only [I]during combat[/I], not afterwards (the short rest is to [I]reset[/I] the ability, not to [I]use[/I] it). Maybe I'm wrong, but if this is the intent, then the current design is not good. I would like to HR this so that it only heals damage taken during the current (or just ended) encounter. [/QUOTE]
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