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Second Wind Regeneration
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<blockquote data-quote="redrick" data-source="post: 6577402" data-attributes="member: 6777696"><p>Yeah, I think the easiest way to control short rest shenanigans is just to call in the wandering monsters whenever PCs are taking short rests in places they shouldn't. If you curl up in a corner of the dungeon and take a short rest for an hour, great. But then you want to curl up in the exact same corner of the dungeon and take another short rest? By now, somebody's found you. One hit from a CR2 monster will blow out any gains your fighter got from that second wind.</p><p></p><p>If PCs are working hard enough to earn a place they can take a defensible short rest, they can have it. Even if they end up taking 3 or 4 over the course of the day. There's no need to limit the number of short rests so long as you keep the proper cost associated with them — resting for an hour in a dangerous place is dangerous. If it's not dangerous, then why don't they just take a long rest, get some HD back (assuming you're on the slowing healing model as the OP is) and get all their spells back?</p><p></p><p>That's the problem we have in my game. The characters are so good at clearing and securing areas to take their short rests, that they frequently just hunker down for the night. I've teleported monsters in before, and need to start stacking my wandering monster tables with more oozes and incorporeals.</p><p></p><p>But, it's all good. The loophole isn't there to be closed in the game as we play it, but if I were having problems with it in a slow healing module, I'd probably just tie second wind to HD and give fighters 2 extra HD to make up for it. That would give the most flexibility to the players to make choices with their resources.</p><p></p><p>(For instance, here's a scenario where I think it makes sense to use second wind multiple times without taking additional damage: at the beginning of the day, the fighter takes near-fatal damage and uses his second wind to recover a little. The party takes a short rest, where the fighter is able to bandage his wounds and (with the second wind feature) gain another 11 hp or so. (Let's assume level 5 fighter.) After the rest, the party presses on and travels deeper into the dungeon. They manage to avoid combat with a band of sentries and slip through a monster-infested area undetected. Eventually, they find another defensible position and decide to take another short rest. At this point, the fighter takes the time to really see to his wounds, drink some water and further regain his stamina. He gains another 11 hp. Because he's a bad-ass fighter and he can just go to that 11 hp well of his endurance. Why should taking damage make it <em>easier</em> for him to regain stamina and shrug off the pain?)</p></blockquote><p></p>
[QUOTE="redrick, post: 6577402, member: 6777696"] Yeah, I think the easiest way to control short rest shenanigans is just to call in the wandering monsters whenever PCs are taking short rests in places they shouldn't. If you curl up in a corner of the dungeon and take a short rest for an hour, great. But then you want to curl up in the exact same corner of the dungeon and take another short rest? By now, somebody's found you. One hit from a CR2 monster will blow out any gains your fighter got from that second wind. If PCs are working hard enough to earn a place they can take a defensible short rest, they can have it. Even if they end up taking 3 or 4 over the course of the day. There's no need to limit the number of short rests so long as you keep the proper cost associated with them — resting for an hour in a dangerous place is dangerous. If it's not dangerous, then why don't they just take a long rest, get some HD back (assuming you're on the slowing healing model as the OP is) and get all their spells back? That's the problem we have in my game. The characters are so good at clearing and securing areas to take their short rests, that they frequently just hunker down for the night. I've teleported monsters in before, and need to start stacking my wandering monster tables with more oozes and incorporeals. But, it's all good. The loophole isn't there to be closed in the game as we play it, but if I were having problems with it in a slow healing module, I'd probably just tie second wind to HD and give fighters 2 extra HD to make up for it. That would give the most flexibility to the players to make choices with their resources. (For instance, here's a scenario where I think it makes sense to use second wind multiple times without taking additional damage: at the beginning of the day, the fighter takes near-fatal damage and uses his second wind to recover a little. The party takes a short rest, where the fighter is able to bandage his wounds and (with the second wind feature) gain another 11 hp or so. (Let's assume level 5 fighter.) After the rest, the party presses on and travels deeper into the dungeon. They manage to avoid combat with a band of sentries and slip through a monster-infested area undetected. Eventually, they find another defensible position and decide to take another short rest. At this point, the fighter takes the time to really see to his wounds, drink some water and further regain his stamina. He gains another 11 hp. Because he's a bad-ass fighter and he can just go to that 11 hp well of his endurance. Why should taking damage make it [I]easier[/I] for him to regain stamina and shrug off the pain?) [/QUOTE]
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