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General Tabletop Discussion
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Should the Fighter's "Second Wind" ability grant temporary HP instead of regular HP?
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<blockquote data-quote="Cybit" data-source="post: 6319953" data-attributes="member: 66111"><p>It sounds way worse on paper then in reality (having been playing 3 NEXT sessions a week for months if not years now) due to the following bits</p><p></p><p>1) Rules as Written say that Short Rests are 1 <strong>or more</strong> hours; so they have to "stop" resting, and then "rest again". So there are some hijinks involved in restarting short rests.</p><p></p><p>2) The amount of time needed to recover up to full goes up exponentially each level, and by the time you hit 5th level or so, you need to "chain" like 5-6 hours worth of rests. If the party can chain that many rests together, they are most likely to be able to just take a long rest altogether and just regain everything anyway. </p><p></p><p>3) Frankly, even if the party does heal up to full between every fight; it doesn't really trivialize the encounters as much as one would suspect. I'm pretty loose and fast with healing and recovery between fights, and I've had no issues challenging my players with pre-made fights. </p><p></p><p>4) Any kind of time pressure / monster pressure (random encounters) has the potential to absolutely hose this and cause massive issues for the party (for instance, they burn those resources right before they run into something). If the players don't have those kinds of pressures, they can alternatively just do 5MWD and make this all a moot point. Heck, even just rolling wandering monsters a single time usually keeps players enough on edge to not try it. </p><p></p><p>5) Because the abilities are so useful to have in a fight, they end up having to spend an extra hour to get it back. So one uses up most of the day resting at that point. </p><p></p><p>5E is definitely in the "not perfect, but hella fun and worth it" mode for me. As someone whose favorite edition was 4E (I'm perpetual DM, so 3E is terrible for me from a DM'ing standpoint), I am surprised to have found out that 5E has become my new favorite edition by a country mile. I'd encourage folks to try it out throughout the year (especially once the DMG comes out); I think people will be able to find what they like supported fairly well, especially with the DMG if you have your specific playstyle already figured out. </p><p></p><p></p><p></p><p>Ahh, my apologies. Not always good with my words. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>EDIT: FWIW, I've put in a 4 per day max on short rests, just because I believe you can only get a long rest once every 24 hours in 4E, and it just makes sense to me that you aren't going to rest more than 12 hours a day in a 24 hour day. If long rests have a per day limit, makes sense that short rests should too. Just me though.</p></blockquote><p></p>
[QUOTE="Cybit, post: 6319953, member: 66111"] It sounds way worse on paper then in reality (having been playing 3 NEXT sessions a week for months if not years now) due to the following bits 1) Rules as Written say that Short Rests are 1 [B]or more[/B] hours; so they have to "stop" resting, and then "rest again". So there are some hijinks involved in restarting short rests. 2) The amount of time needed to recover up to full goes up exponentially each level, and by the time you hit 5th level or so, you need to "chain" like 5-6 hours worth of rests. If the party can chain that many rests together, they are most likely to be able to just take a long rest altogether and just regain everything anyway. 3) Frankly, even if the party does heal up to full between every fight; it doesn't really trivialize the encounters as much as one would suspect. I'm pretty loose and fast with healing and recovery between fights, and I've had no issues challenging my players with pre-made fights. 4) Any kind of time pressure / monster pressure (random encounters) has the potential to absolutely hose this and cause massive issues for the party (for instance, they burn those resources right before they run into something). If the players don't have those kinds of pressures, they can alternatively just do 5MWD and make this all a moot point. Heck, even just rolling wandering monsters a single time usually keeps players enough on edge to not try it. 5) Because the abilities are so useful to have in a fight, they end up having to spend an extra hour to get it back. So one uses up most of the day resting at that point. 5E is definitely in the "not perfect, but hella fun and worth it" mode for me. As someone whose favorite edition was 4E (I'm perpetual DM, so 3E is terrible for me from a DM'ing standpoint), I am surprised to have found out that 5E has become my new favorite edition by a country mile. I'd encourage folks to try it out throughout the year (especially once the DMG comes out); I think people will be able to find what they like supported fairly well, especially with the DMG if you have your specific playstyle already figured out. Ahh, my apologies. Not always good with my words. ;) EDIT: FWIW, I've put in a 4 per day max on short rests, just because I believe you can only get a long rest once every 24 hours in 4E, and it just makes sense to me that you aren't going to rest more than 12 hours a day in a 24 hour day. If long rests have a per day limit, makes sense that short rests should too. Just me though. [/QUOTE]
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Should the Fighter's "Second Wind" ability grant temporary HP instead of regular HP?
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