D&D 5E Second Wind Regeneration

This is so strange to me. It is a table top RPG, not a CRPG. There are no loopholes or exploits because there are humans at the table, especially behind the screen. The only way something ridiculous can happen is if the DM allows it.

And this is the DM not allowing it. Perhaps the only difference between what you or I may perhaps do, and what S'mon is doing, is that we're comfortable dealing with this kind of thing as it comes up, with the DM having primacy over the rules during gameplay. I think for S'mon, there's a preference that the rules take precedence during play, so that everyone, DM and player alike, are on the same page, which means taking care of these possible issues before they come up.
 

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"During combat" is not a thing. There is no line between when someone is or is-not in combat. It's only a question of whether we care about tracking the situation in six-second increments.

You roll initiative, you're in combat. No more hostile enemies around, you're not in combat. Any discrepancy and you make a judgement call at the time.
 

The problem is that there's no way for a player to know what the DM considers to be ridiculous. If I want my fighter to recover HP, then I need to figure out what logic the DM is using in order to allow this ability to function.

If it's my character, then I should already know how its abilities work. Even more, I need to know how they work if I'm going to ever use them.

There are essentially two real world situations possible: 1) You are playing with your regular game group, in which case the issue of how and when you all deal with rules questions is firmly established so your need to know how your character abilities work is a function of engaging that process with your (presumably) friends, or 2) you are sitting down with a DM for the first time (new group, con or OP event, whatever) and it is incumbent upon you to clarify any important details. If you (general you, not Saelorn) have an extreme or corner case view of a rule, spell or ability, trying to pull a fast one makes you the jerk.
 

I'm limiting short rests to a maximum of 2 per long rest.

And reducing short rest duration to around 5 minutes.

Players can take more short rests if they want, however they gain no benefit from them (aside from expending HD to heal).

I've inserted two 'rest boxes' on my character sheets. You tick one off when you short rest and rub them out after you long rest.

If you want (or need) a house rule to stop 'short rest shenanigans' and dont want to rely on DM smackdowns, then I suggest using this as a rule. Also stops a lot of Ki, Pact magic, Action surge and Wild shape attempted cheese.
 


You roll initiative, you're in combat. No more hostile enemies around, you're not in combat. Any discrepancy and you make a judgement call at the time.
Rolling initiative is an out-of-game thing, though. Using an ability is an in-game thing.

My fighter is hurt - or whatever in-game reality corresponds to having low HP - and wants to recover. What in-game action does my character do in order to use this ability? The answer shouldn't be "wander around and try to pick a fight".
 

You could explain that Second Wind is triggered by adrenaline and the fear of dying.
That way it only happens in a fight with enemies.

However if you take a look at a previous topic where some rules where clarified by Mearls & Crawford you can see that the "default" use is different:

Quick question: Fighter "Second Wind". Usable in combat only?
nope, usable at any time. -M

Read more: http://www.enworld.org/forum/conten...-from-Designers-Mearls-Crawford#ixzz3Vr5kehzd
 

And this is the DM not allowing it. Perhaps the only difference between what you or I may perhaps do, and what S'mon is doing, is that we're comfortable dealing with this kind of thing as it comes up, with the DM having primacy over the rules during gameplay. I think for S'mon, there's a preference that the rules take precedence during play, so that everyone, DM and player alike, are on the same page, which means taking care of these possible issues before they come up.

Yes, this is just me writing down 'don't abuse the obvious loophole' - mostly for my own benefit since my Fighter player has no interest in the rules, and will just want to know how many hp he can get back on
a rest - I'll be the one doing the number crunching, for his benefit.
 

I'm limiting short rests to a maximum of 2 per long rest.

And reducing short rest duration to around 5 minutes.

Players can take more short rests if they want, however they gain no benefit from them (aside from expending HD to heal).

I've inserted two 'rest boxes' on my character sheets. You tick one off when you short rest and rub them out after you long rest.

If you want (or need) a house rule to stop 'short rest shenanigans' and dont want to rely on DM smackdowns, then I suggest using this as a rule. Also stops a lot of Ki, Pact magic, Action surge and Wild shape attempted cheese.

Hm, that (2 short rests per day) does sound a good idea, thanks. Might use that instead.
 

Rolling initiative is an out-of-game thing, though. Using an ability is an in-game thing.

My fighter is hurt - or whatever in-game reality corresponds to having low HP - and wants to recover. What in-game action does my character do in order to use this ability? The answer shouldn't be "wander around and try to pick a fight".

If they're hurt and want to recover, they can take a short or a long rest. If they're hurt and want to recover while they're being attacked, they use Second Wind. Like I said, it doesn't make much sense for Second Wind to be used out of combat based on its description. You can't be taking a nap and suddenly get a surge of adrenaline to heal. That only makes sense in the moment of danger.

And what is the difference between an "out of game" thing and an "in-game" thing? I think you're making a distinction there that doesn't exist.
 

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