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<blockquote data-quote="Uller" data-source="post: 6355108" data-attributes="member: 413"><p>I agree. Disagreement over nonmagical rapid hp recovery is a proxy for hp as meat vs abstraction. The rules assume hp is an abstraction. A fighter down to 1 hp has not taken a spear through the chest. He almost did...he might be bruised battered and bloodied but his wounds are all superficial. But he is so exhausted he is essentially unable to defend himself from the next attack. A second wind or aan hour or so break can replinsh his reserves but he needs a longer rest to really recharge. </p><p></p><p>If you like hp as meat then hopefully the dmg will give you some good dials for hp recovery rates and maybe even some injury rules. If not I'm sure someone will come up with some. I think a great dial would be that you only recover some HD for a long rest. The DM can set the portion. </p><p></p><p>As far as the issue of second wind and short rest abuse goes...I had the same misgivings when I fisrt saw the fighter preview before the starter set was released. Mike Mearls addressed this by saying that they are not going to write rules to prevent people from doing boring things.</p><p></p><p> I've played a half dozen sessions since then. They probably average 4-5 combats per session and one or two rests (long or short). I definitely have not seen abuse of short rests. </p><p></p><p>It is the job of the DM to put pacing pressure on the PCs. Our last session ended with a tough fight with gargoyles. They landed several critical hits. The wizard, cleric and rogue are all down to 50% of max hp. But they ended the fight with a fireball spell. That got the attention of a nearby monster. There will be no short rest...they have a couple of rounds to cast some healing spells, drink som potions and set defenses. Then roll initiative...</p></blockquote><p></p>
[QUOTE="Uller, post: 6355108, member: 413"] I agree. Disagreement over nonmagical rapid hp recovery is a proxy for hp as meat vs abstraction. The rules assume hp is an abstraction. A fighter down to 1 hp has not taken a spear through the chest. He almost did...he might be bruised battered and bloodied but his wounds are all superficial. But he is so exhausted he is essentially unable to defend himself from the next attack. A second wind or aan hour or so break can replinsh his reserves but he needs a longer rest to really recharge. If you like hp as meat then hopefully the dmg will give you some good dials for hp recovery rates and maybe even some injury rules. If not I'm sure someone will come up with some. I think a great dial would be that you only recover some HD for a long rest. The DM can set the portion. As far as the issue of second wind and short rest abuse goes...I had the same misgivings when I fisrt saw the fighter preview before the starter set was released. Mike Mearls addressed this by saying that they are not going to write rules to prevent people from doing boring things. I've played a half dozen sessions since then. They probably average 4-5 combats per session and one or two rests (long or short). I definitely have not seen abuse of short rests. It is the job of the DM to put pacing pressure on the PCs. Our last session ended with a tough fight with gargoyles. They landed several critical hits. The wizard, cleric and rogue are all down to 50% of max hp. But they ended the fight with a fireball spell. That got the attention of a nearby monster. There will be no short rest...they have a couple of rounds to cast some healing spells, drink som potions and set defenses. Then roll initiative... [/QUOTE]
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