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General Tabletop Discussion
*Dungeons & Dragons
Second Wind: Yes or No?
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<blockquote data-quote="Manbearcat" data-source="post: 6092736" data-attributes="member: 6696971"><p>I don't agree with this. </p><p></p><p>Hit Points:</p><p></p><p>1) Generally a strategic resource for pacing. It is only superficially tactically engaged at the metagame level (can my character engage this threat; monster, jumping off a cliff).</p><p>2) A thematically-neutral (in terms of character, not so in terms of overall genre) resource that just sits there...being HPs. Everyone has them as it is meant to pace the overall adventuring day or help PCs make strategic (metagame) decisions. It is not the same as a Fighter's saves in AD&D or a Rogue's Evasion in 3.x and beyond.</p><p></p><p>Second Wind and any of its derivations:</p><p></p><p>1) Universally a tactical resource for extra-HP pool encounter endurance. You don't make long term strategic decisions based off of it nor does the group nor the GM pace anything based off of its existence. It is an activatable resource through which you express that your PC is "made of sterner stuff than your average joe" and the style and timing with which he does it.</p><p>2) Its various incarnations will be thematically loaded. These are very different from one another tactically and thematically:</p><p></p><p>[sblock][/sblock]</p><p></p><p> </p><p></p><p></p><p></p><p>Are you alright with action points providing defensive effects; healing, mitigation, temporary HPs, defense bonuses, outright avoidance of attacks? Or do you expect them to just be offensive surges?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6092736, member: 6696971"] I don't agree with this. Hit Points: 1) Generally a strategic resource for pacing. It is only superficially tactically engaged at the metagame level (can my character engage this threat; monster, jumping off a cliff). 2) A thematically-neutral (in terms of character, not so in terms of overall genre) resource that just sits there...being HPs. Everyone has them as it is meant to pace the overall adventuring day or help PCs make strategic (metagame) decisions. It is not the same as a Fighter's saves in AD&D or a Rogue's Evasion in 3.x and beyond. Second Wind and any of its derivations: 1) Universally a tactical resource for extra-HP pool encounter endurance. You don't make long term strategic decisions based off of it nor does the group nor the GM pace anything based off of its existence. It is an activatable resource through which you express that your PC is "made of sterner stuff than your average joe" and the style and timing with which he does it. 2) Its various incarnations will be thematically loaded. These are very different from one another tactically and thematically: [sblock][/sblock] Are you alright with action points providing defensive effects; healing, mitigation, temporary HPs, defense bonuses, outright avoidance of attacks? Or do you expect them to just be offensive surges? [/QUOTE]
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Second Wind: Yes or No?
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