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Second Wind Regeneration
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<blockquote data-quote="redrick" data-source="post: 6579226" data-attributes="member: 6777696"><p>If the party is taking a risk, why not let them take it? Why should the DM say, "You can't take another short rest. You're already short resting," when the risk to the party should be deterrent alone? ("You can take another short rest, or you can push on without a short rest, or you can go home. Taking another short rest would allow your fighter to regain another 11 hp, but it would also greatly increase your risk of being attacked by wandering monsters. Pushing on without a short rest will put your fighter that much closer to unconsciousness, and you're already pretty low on resources. Going home might mean death to poor Uncle Bob, because the information you have clearly said he would be sacrificed to the Big Fire Breather at midnight. I wonder what the Big Fire Breather is?")</p><p></p><p>That being said, I believe that you were originally arguing that there's no need to change the rule as written to cover corner cases, so we may be arguing over two positions that happen to be more or less in the same place.</p><p></p><p>This thread has made me interested in trying out the slow healing option. It seems like a great way to add some teeth to multi-day dungeon delves, without completely changing the timescale of the game with the super-slow-rest option. After a normal day in the dungeon, your party can probably be back up to full hp and spells, especially if you have a cleric in the party. After two days of hard-hitting dungeoneering, you might be out of HD and the cleric might not have enough spell slots left over to make up the difference. The fighter's second wind is definitely going to be a better feature in this situation. (On day 2, she might be the only one with any healing other than the cleric's spell slots.) I still think that the comparatively low amount of hp gained from second wind will keep it from being an actual problem. Coming back up through a mega-dungeon that can't be properly cleared is going to be a nail-biter no matter what.</p></blockquote><p></p>
[QUOTE="redrick, post: 6579226, member: 6777696"] If the party is taking a risk, why not let them take it? Why should the DM say, "You can't take another short rest. You're already short resting," when the risk to the party should be deterrent alone? ("You can take another short rest, or you can push on without a short rest, or you can go home. Taking another short rest would allow your fighter to regain another 11 hp, but it would also greatly increase your risk of being attacked by wandering monsters. Pushing on without a short rest will put your fighter that much closer to unconsciousness, and you're already pretty low on resources. Going home might mean death to poor Uncle Bob, because the information you have clearly said he would be sacrificed to the Big Fire Breather at midnight. I wonder what the Big Fire Breather is?") That being said, I believe that you were originally arguing that there's no need to change the rule as written to cover corner cases, so we may be arguing over two positions that happen to be more or less in the same place. This thread has made me interested in trying out the slow healing option. It seems like a great way to add some teeth to multi-day dungeon delves, without completely changing the timescale of the game with the super-slow-rest option. After a normal day in the dungeon, your party can probably be back up to full hp and spells, especially if you have a cleric in the party. After two days of hard-hitting dungeoneering, you might be out of HD and the cleric might not have enough spell slots left over to make up the difference. The fighter's second wind is definitely going to be a better feature in this situation. (On day 2, she might be the only one with any healing other than the cleric's spell slots.) I still think that the comparatively low amount of hp gained from second wind will keep it from being an actual problem. Coming back up through a mega-dungeon that can't be properly cleared is going to be a nail-biter no matter what. [/QUOTE]
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