Obryn
Hero
OMG THE WOTCS ARE WATCHING US TALK ABOUT THEMJust hopping in here while I edit that live footage. Those kinds of options will be in the DMG. That's where you'll find a lot of the optional stuff that alters the base game.
OMG THE WOTCS ARE WATCHING US TALK ABOUT THEMJust hopping in here while I edit that live footage. Those kinds of options will be in the DMG. That's where you'll find a lot of the optional stuff that alters the base game.
OMG THE WOTCS ARE WATCHING US TALK ABOUT THEM
The next big discussion is going to be on the spamming of Second Wind out of combat ...
I don't like relying on random encounters that the live podcast discussed (sorry my group has never gotten excited about a random encounter) but, I dislike rules lawyering so I will just HR it with something about you using it during a strenuous activity such as combat.
That should make a lot of people happy.
We basically had that discussion. This can be handled in two easy ways. One, the DM says "Hey, don't do that. It's cheesy." Which is my personal approach. The intent is that this is a fighter's second wind using the colloquial term, not the fighter mechanic name), shrugging off injuries in the midst of the action. Someone trying to use while I'm DMing outside of that context gets an eyeroll and a quick ask that they not try to do that again.
But for those who want something more firm, there are options in the DMG that will change how healing works, so I assume one or more of those will touch on how Second Wind for fighters works.
It's really important to note that there's all sorts of bits and nobs in this version of D&D to make it your own, to run the game at your table the way you want to. The way you play isn't wrong as long as you and your table are having fun, and the rules we've put together support that. Yes, some things are assumed for the base game either because it was straight forward, a defining feature of D&D, and/or because we had great feedback on a particular rule or feature during the playtest. But if you don't like something that's in the core of the game, the tools are there for you to change it so you can have the experience you want. That was the whole point, and I think the team has done an amazing job of combining that mix of basic rules, adjustable complexity and modular options so that people can make the game or campaign they want to play.
According to the final playtest "You must have at least 1 hit point to take a long rest. At the end of the rest, you regain all your hit points and half of your maximum number of Hit Dice (round up)."Given the lack of Healing Surges and second wind being only a Fighter class feature, there hasn't really been a 4E healing expectation established at all as far as I can tell.
Right, just saying it's not exactly 4E expectations either. In 4E you have a lot more HP and a lot more options to recover it, but it's also generally expected that monsters will do a lot more damage, especially with their Recharge and Encounter powers. It seems like with so much less HP, D&DN characters will need less healing in the first place.According to the final playtest "You must have at least 1 hit point to take a long rest. At the end of the rest, you regain all your hit points and half of your maximum number of Hit Dice (round up)."
The half HD self healing every day is way too much for my taste.
The all your HP is off the charts.
Again, this is purely my taste. No implication on anyone else's taste is stated or implied.
There are a lot of others things that look very positive about 5E.
I was (as stated) optimistic that I could fix this problem. I am somewhat more optimistic now. It still remains to be proven that the system will hold up as a "best in class" with this change. But I'm assuming yes until proven otherwise.
As came out in the other thread, I'm an Australian (and hence am familiar with monotremes).They just mentioned in one their opening of the starter box set live podcast that DMG will have options for this.. including a wounds vitality type system from D20 Star Wars!