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General Tabletop Discussion
*Dungeons & Dragons
Second Wind: Yes or No?
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<blockquote data-quote="I'm A Banana" data-source="post: 6095575" data-attributes="member: 2067"><p>Which is all well and good and fine. I wouldn't want D&D NEXT's basic game to assume the use of 4e skald healing, either. </p><p></p><p>In the basic game, I'm totally comfortable with the only HP-restorative effect being that of the cleric's divine magic, which actually and literally "cures wounds," the only limit on how much you can heal being how many times the cleric is capable of casting that spell. </p><p></p><p>And in an optional rule, I'm totally comfortable with some people opting into a surge system that limits what a cleric can do based on the individual because it works better for them. Not for me, but this game is a big umbrella.</p><p></p><p>As an optional rule, I'm totally fine with a Second Wind being introduced for some self-healing during battle. That's up my ally, because I like the image of a combatant pausing for a moment to recover their faculties (I'd probably personally use it as a daily thing, so that there's still attrition over the adventuring day, rather than giving someone an infinite number of them, because I don't want to use surges). </p><p></p><p>I don't see one as inherently superior to the other, just better at different tables for different players with different purposes (<a href="http://www.enworld.org/forum/showthread.php?332378-All-Lemonade-Is-Local" target="_blank">since all design is local</a>). Since neither is "better" or "worse," I think the basic game should probably run with what is historical and thus expected for its particular audience as a baseline, adding in variants to show other ways it has been/could be done.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6095575, member: 2067"] Which is all well and good and fine. I wouldn't want D&D NEXT's basic game to assume the use of 4e skald healing, either. In the basic game, I'm totally comfortable with the only HP-restorative effect being that of the cleric's divine magic, which actually and literally "cures wounds," the only limit on how much you can heal being how many times the cleric is capable of casting that spell. And in an optional rule, I'm totally comfortable with some people opting into a surge system that limits what a cleric can do based on the individual because it works better for them. Not for me, but this game is a big umbrella. As an optional rule, I'm totally fine with a Second Wind being introduced for some self-healing during battle. That's up my ally, because I like the image of a combatant pausing for a moment to recover their faculties (I'd probably personally use it as a daily thing, so that there's still attrition over the adventuring day, rather than giving someone an infinite number of them, because I don't want to use surges). I don't see one as inherently superior to the other, just better at different tables for different players with different purposes ([URL="http://www.enworld.org/forum/showthread.php?332378-All-Lemonade-Is-Local"]since all design is local[/URL]). Since neither is "better" or "worse," I think the basic game should probably run with what is historical and thus expected for its particular audience as a baseline, adding in variants to show other ways it has been/could be done. [/QUOTE]
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Second Wind: Yes or No?
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