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<blockquote data-quote="Tormyr" data-source="post: 6579106" data-attributes="member: 6776887"><p>The problem here is not with second wind. The problem is with taking multiple short rests chained together to provide another avenue of large amounts of healing.</p><p></p><p>Second Wind does what the name says because it is what the text says as well. The name helps to understand what the intent is of the text.</p><p>*The fighter has a <em>limited</em> well of stamina to draw from. Multiple short rests chained together changes this to a limitless supply.</p><p>*The short rest is a period of at least 1 hour. The benefits of the short rest happen at the end of a short rest. Multiple 1 hour blocks chained together are 1 short rest, and the features that reset on a short rest reset at the end point. Multiple short rests chained together changes this to a short rest being exactly 1 hour in length.</p><p>*About two short rests are recommended per adventuring day. A party going through hard stuff may need 3. Other groups may need 0 or 1 in certain circumstances. Multiple short rests chained together makes this 4, 8 or more short rests per adventuring day.</p><p></p><p>In the first scenario, the fighter survives the dragon's breath because the fighter was healed to full at the last short rest. I am assuming that the "second short rest we took" refers to a second short rest chained onto the first short rest. The 10 hp could have just as easily come from a hit die, curative magic, the healing feat, or a potion. Stringing two short rests together to get an additional 10 hp is not necessary.</p><p></p><p>In the second scenario, the party is running on fumes and could use a short or long rest. This is evidenced by the party being of sufficient level to fight a dragon but low enough hp to be wiped out by a single breath attack. Additionally, the party has failed on multiple fronts to recognize signs of an impending dragon encounter, failed perception checks to notice the dragon, and pressed on instead of fleeing while they are low on resources. Besides which, if the party were to take a short rest on the dragon's doorstep, chances are decent the dragon is just going to come out, breath fire, and everyone dies. This scenario can happen at any point the party is low on resources and needs a short rest, and the fighter being the only character at full hp would not usually help because the rest of the party was wiped out and the dragon finishes off the fighter in a one on one brawl while the rest of the party bleeds out or stabilizes. This is also fundamentally different from the other scenarios where the fighter is delaying the party to heal up to full 5.5 + fighter level hp per hour.</p><p></p><p>The fighter chaining together several short rests to maximize healing is rewriting the rules to give the fighter a limitless supply of stamina to draw from, shorten short rests to no longer than an hour, and increase the recommended number of short rests in a day to several more than what is recommended. If the DM wants to go with that, fine, but the player should not go in expecting this behavior to work because the rules do not support it without DM intervention or interpretation.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 6579106, member: 6776887"] The problem here is not with second wind. The problem is with taking multiple short rests chained together to provide another avenue of large amounts of healing. Second Wind does what the name says because it is what the text says as well. The name helps to understand what the intent is of the text. *The fighter has a [I]limited[/I] well of stamina to draw from. Multiple short rests chained together changes this to a limitless supply. *The short rest is a period of at least 1 hour. The benefits of the short rest happen at the end of a short rest. Multiple 1 hour blocks chained together are 1 short rest, and the features that reset on a short rest reset at the end point. Multiple short rests chained together changes this to a short rest being exactly 1 hour in length. *About two short rests are recommended per adventuring day. A party going through hard stuff may need 3. Other groups may need 0 or 1 in certain circumstances. Multiple short rests chained together makes this 4, 8 or more short rests per adventuring day. In the first scenario, the fighter survives the dragon's breath because the fighter was healed to full at the last short rest. I am assuming that the "second short rest we took" refers to a second short rest chained onto the first short rest. The 10 hp could have just as easily come from a hit die, curative magic, the healing feat, or a potion. Stringing two short rests together to get an additional 10 hp is not necessary. In the second scenario, the party is running on fumes and could use a short or long rest. This is evidenced by the party being of sufficient level to fight a dragon but low enough hp to be wiped out by a single breath attack. Additionally, the party has failed on multiple fronts to recognize signs of an impending dragon encounter, failed perception checks to notice the dragon, and pressed on instead of fleeing while they are low on resources. Besides which, if the party were to take a short rest on the dragon's doorstep, chances are decent the dragon is just going to come out, breath fire, and everyone dies. This scenario can happen at any point the party is low on resources and needs a short rest, and the fighter being the only character at full hp would not usually help because the rest of the party was wiped out and the dragon finishes off the fighter in a one on one brawl while the rest of the party bleeds out or stabilizes. This is also fundamentally different from the other scenarios where the fighter is delaying the party to heal up to full 5.5 + fighter level hp per hour. The fighter chaining together several short rests to maximize healing is rewriting the rules to give the fighter a limitless supply of stamina to draw from, shorten short rests to no longer than an hour, and increase the recommended number of short rests in a day to several more than what is recommended. If the DM wants to go with that, fine, but the player should not go in expecting this behavior to work because the rules do not support it without DM intervention or interpretation. [/QUOTE]
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