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*Dungeons & Dragons
Second Wind: Yes or No?
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<blockquote data-quote="Manbearcat" data-source="post: 6092700" data-attributes="member: 6696971"><p>I think its rather trivial to note that it won't be in the basic game.</p><p></p><p>However, its inclusion in the standard, advanced (take your pick) version of the game is a fair stretch more than likely; lest they alienate a considerable portion of folks they're wanting to court for their product. Each PC having their own (modifiable) thematic repertoire of deployable resources to either reactively sustain them in combat or proactively prevent the ablation of their HP is pretty much mandatory for a certain style of high fantasy, heroic action. Without the ability to "get off the canvas" and back in the fight of your own will, shrug off a serious blow without flinching, or gracefully avoid a hail of arrows or dragon's breath, this play cannot be reproduced. They help to express the style and substance of your character's protagonism in the world and they reveal the table's genre (its logic and its color). Action resolution mechanics that thematically produce that are key. MOAR HPs also tell a story but they do not quite have the punch...nor are they as fun as they are tactically impotent (except at the metagame level) and they are relatively (but not completely) thematically neutral in terms of the character itself. They do, of course, tell you about the genre that you are playing.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6092700, member: 6696971"] I think its rather trivial to note that it won't be in the basic game. However, its inclusion in the standard, advanced (take your pick) version of the game is a fair stretch more than likely; lest they alienate a considerable portion of folks they're wanting to court for their product. Each PC having their own (modifiable) thematic repertoire of deployable resources to either reactively sustain them in combat or proactively prevent the ablation of their HP is pretty much mandatory for a certain style of high fantasy, heroic action. Without the ability to "get off the canvas" and back in the fight of your own will, shrug off a serious blow without flinching, or gracefully avoid a hail of arrows or dragon's breath, this play cannot be reproduced. They help to express the style and substance of your character's protagonism in the world and they reveal the table's genre (its logic and its color). Action resolution mechanics that thematically produce that are key. MOAR HPs also tell a story but they do not quite have the punch...nor are they as fun as they are tactically impotent (except at the metagame level) and they are relatively (but not completely) thematically neutral in terms of the character itself. They do, of course, tell you about the genre that you are playing. [/QUOTE]
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Second Wind: Yes or No?
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