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General Tabletop Discussion
*Dungeons & Dragons
Second Wind: Yes or No?
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<blockquote data-quote="Crazy Jerome" data-source="post: 6095318" data-attributes="member: 54877"><p>Realizing that my criteria is rather vague, my objection here is that it doesn't really address condition A. If there is plenty of healing magic, the character can be fully healed with relative ease. Moreover, a character can lose a lot of hit points over the course of a day or adventure and never take a "wound" to even need magical healing.</p><p></p><p>Another way of thinking about criteria A is that characters can be worn down, but can still operate well enough to keep going when somewhat worn down. An example would be, say, a party of 7th level BECMI characters with a few potions and clerical magic, <strong>set in a campaign and in a group</strong> where the DM worked hard to keep the balance of such healing congruent with the risk and flow. That is, that's an example of a matching result, even if the BECMI rules didn't satisfy the criteria either. </p><p></p><p>Theoretically, you could get this in a BECMI-style game (or some aspects of Next) by having healing magic have diminishing returns. A healing spell works great the first time, but then your body has to rest to make up the difference before it will work at 100% again. Cast enough in a short time, it stops working at all. However, explore making this mechanic robust and simple, and you'll end up putting limits on healing at the character's end, not the source of the healing. Explore a little more, and you'll end up with something like surges. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 6095318, member: 54877"] Realizing that my criteria is rather vague, my objection here is that it doesn't really address condition A. If there is plenty of healing magic, the character can be fully healed with relative ease. Moreover, a character can lose a lot of hit points over the course of a day or adventure and never take a "wound" to even need magical healing. Another way of thinking about criteria A is that characters can be worn down, but can still operate well enough to keep going when somewhat worn down. An example would be, say, a party of 7th level BECMI characters with a few potions and clerical magic, [B]set in a campaign and in a group[/B] where the DM worked hard to keep the balance of such healing congruent with the risk and flow. That is, that's an example of a matching result, even if the BECMI rules didn't satisfy the criteria either. Theoretically, you could get this in a BECMI-style game (or some aspects of Next) by having healing magic have diminishing returns. A healing spell works great the first time, but then your body has to rest to make up the difference before it will work at 100% again. Cast enough in a short time, it stops working at all. However, explore making this mechanic robust and simple, and you'll end up putting limits on healing at the character's end, not the source of the healing. Explore a little more, and you'll end up with something like surges. :) [/QUOTE]
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Second Wind: Yes or No?
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