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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="I'm A Banana" data-source="post: 6319969" data-attributes="member: 2067"><p>So it's much deeper then? Sure. I wonder why this is part of the design, though. Was chaining short rests not a thing the devs thought the players would do? Was it intentional to create no real incentive to take an 8 hour rest vs. 4 one-hour rests at low levels? What goal does THAT serve, then?</p><p></p><p>If we're looking for ultimate causes here, it seems clear that the ultimate cause is that where healing that you can recharge with a short rest is more/as effective than healing you can gain with a short rest, there is an incentive to chain short rests to recharge the healing abilities and to spend those, rather than to use the short rest to heal (HD are a more limited resource than short rests). 4e, of course, solved much of this problem with the healing surge mechanic, so that healing HP almost always cost a character a daily resource (I don't recall any surge-free encounter healing offhand, anyway, though I wouldn't be shocked to find a power or two). Which implies that the direct solution would involve having those short-rest-recharged heals costing a Hit Die, essentially re-inventing the Healing Surge. </p><p></p><p>An alternative might be to change the recharge rate of some of these short-rest-recovered heals to extended-rest-recovered heals, duplicating the daily recharge rate of earlier e's and just allowing multiple classes to do it. I don't know what we'd lose there. I'm not sure we gain a whole lot from letting these happen multiple times during a day. </p><p></p><p>Ultimately, this isn't as much an issue with HP-as-morale/meat (though that continues to play at the edges) as much as it is an issue with encounter-based healing being quite powerful in comparison to a short rest healing at low levels. If you want to take multiple short rests to be able to more efficiently heal than you could with a single short rest, I'd say that's not an effect I'd really want in my games. But maybe there's other things (aside from "DM Fixes The Game's Problems") that prevent that.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6319969, member: 2067"] So it's much deeper then? Sure. I wonder why this is part of the design, though. Was chaining short rests not a thing the devs thought the players would do? Was it intentional to create no real incentive to take an 8 hour rest vs. 4 one-hour rests at low levels? What goal does THAT serve, then? If we're looking for ultimate causes here, it seems clear that the ultimate cause is that where healing that you can recharge with a short rest is more/as effective than healing you can gain with a short rest, there is an incentive to chain short rests to recharge the healing abilities and to spend those, rather than to use the short rest to heal (HD are a more limited resource than short rests). 4e, of course, solved much of this problem with the healing surge mechanic, so that healing HP almost always cost a character a daily resource (I don't recall any surge-free encounter healing offhand, anyway, though I wouldn't be shocked to find a power or two). Which implies that the direct solution would involve having those short-rest-recharged heals costing a Hit Die, essentially re-inventing the Healing Surge. An alternative might be to change the recharge rate of some of these short-rest-recovered heals to extended-rest-recovered heals, duplicating the daily recharge rate of earlier e's and just allowing multiple classes to do it. I don't know what we'd lose there. I'm not sure we gain a whole lot from letting these happen multiple times during a day. Ultimately, this isn't as much an issue with HP-as-morale/meat (though that continues to play at the edges) as much as it is an issue with encounter-based healing being quite powerful in comparison to a short rest healing at low levels. If you want to take multiple short rests to be able to more efficiently heal than you could with a single short rest, I'd say that's not an effect I'd really want in my games. But maybe there's other things (aside from "DM Fixes The Game's Problems") that prevent that. [/QUOTE]
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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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