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<blockquote data-quote="Ilbranteloth" data-source="post: 6352042" data-attributes="member: 6778044"><p>I guess I'm missing something - </p><p></p><p>First, what's the benefit of chaining short rests together? The players can spend as many of their available hit dice as they'd like, and the fighter regains his Second Wind after a single short rest of at least 1 hour.</p><p></p><p>Even if it was a situation of either regaining hit points OR Second Wind, I don't particularly see a problem with chaining the short rests together. </p><p></p><p>Oh, I get it, I just re-read it. With multiple short rests the Fighter can just use Second Wind to eventually regain all hit points without having to spend hit dice.</p><p></p><p>This reminds me of another rule that doesn't seem to be addressed, which is the elf's Trance ability. Does that mean an elf only needs to take a 4 hour rest to qualify for a long rest?</p><p></p><p>As a DM I guess it's a question of whether the party wants to stop and rest over and over again just for the benefit of their fighters. More importantly whether the world will allow them to rest for that period without interruption. </p><p></p><p>The long rest rules also allow the party to be interrupted by combat for an entire hour. Most combats last a matter of minutes, so even this can be a tough hurdle to overcome. </p><p></p><p>I agree that it's best to tie the rules into the story and the action they are there to support. So to begin with, to get a second wind a person would need to spend his first. Once he's rested, then he's back on his first wind.</p><p></p><p>If a Second Wind represents shrugging off some of the damage recently taken in battle, then once it has been used, and the ability regained by a short rest, I would say it cannot be used until the fighter takes additional damage in battle.</p><p></p><p>Yes, this isn't how the rule is written. And I'll even accept it's contrived. I can't imagine all that many groups will run into a problem with this rule anyway. Do they want to just hang around taking short rest after short rest just for the benefit of their fighters? </p><p></p><p>I do admit that the damage and healing rules do make it relatively easy to keep the party well healed (ha ha). But it's also relatively easy as a DM, to keep things moving and make it difficult for the party to complete a long, or even a short rest. If there really is so much time available for them to take short rest after short rest, then I guess I really don't particularly care that they decide to do that.</p><p></p><p>Incidentally, with the requirement that combat or other strenuous activity take up more than a full hour of their long rest, there has to be a lot going on to negate it. That seems a bit excessive as well. Also, if an elf only needs to be in a trance for half as long as a human needs to sleep, does that mean that they can take advantage of the benefits of a long rest in half the time?</p><p></p><p>All of these rules seem a bit vague based on the Basic Rules.</p><p></p><p>Randy</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 6352042, member: 6778044"] I guess I'm missing something - First, what's the benefit of chaining short rests together? The players can spend as many of their available hit dice as they'd like, and the fighter regains his Second Wind after a single short rest of at least 1 hour. Even if it was a situation of either regaining hit points OR Second Wind, I don't particularly see a problem with chaining the short rests together. Oh, I get it, I just re-read it. With multiple short rests the Fighter can just use Second Wind to eventually regain all hit points without having to spend hit dice. This reminds me of another rule that doesn't seem to be addressed, which is the elf's Trance ability. Does that mean an elf only needs to take a 4 hour rest to qualify for a long rest? As a DM I guess it's a question of whether the party wants to stop and rest over and over again just for the benefit of their fighters. More importantly whether the world will allow them to rest for that period without interruption. The long rest rules also allow the party to be interrupted by combat for an entire hour. Most combats last a matter of minutes, so even this can be a tough hurdle to overcome. I agree that it's best to tie the rules into the story and the action they are there to support. So to begin with, to get a second wind a person would need to spend his first. Once he's rested, then he's back on his first wind. If a Second Wind represents shrugging off some of the damage recently taken in battle, then once it has been used, and the ability regained by a short rest, I would say it cannot be used until the fighter takes additional damage in battle. Yes, this isn't how the rule is written. And I'll even accept it's contrived. I can't imagine all that many groups will run into a problem with this rule anyway. Do they want to just hang around taking short rest after short rest just for the benefit of their fighters? I do admit that the damage and healing rules do make it relatively easy to keep the party well healed (ha ha). But it's also relatively easy as a DM, to keep things moving and make it difficult for the party to complete a long, or even a short rest. If there really is so much time available for them to take short rest after short rest, then I guess I really don't particularly care that they decide to do that. Incidentally, with the requirement that combat or other strenuous activity take up more than a full hour of their long rest, there has to be a lot going on to negate it. That seems a bit excessive as well. Also, if an elf only needs to be in a trance for half as long as a human needs to sleep, does that mean that they can take advantage of the benefits of a long rest in half the time? All of these rules seem a bit vague based on the Basic Rules. Randy [/QUOTE]
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