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General Tabletop Discussion
*Dungeons & Dragons
Should the Fighter's "Second Wind" ability grant temporary HP instead of regular HP?
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<blockquote data-quote="WotC_Trevor" data-source="post: 6319567" data-attributes="member: 82759"><p>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. </p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="WotC_Trevor, post: 6319567, member: 82759"] 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. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Should the Fighter's "Second Wind" ability grant temporary HP instead of regular HP?
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