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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="Chaltab" data-source="post: 6320005" data-attributes="member: 6775806"><p>One fighter ability shouldn't do that but I'm not sure how it possibly could? IME short rests are just handwaved anyway. They're assumed between significant fights and being unable to take a breather between two combats is the exception. More importantly I'm pretty sure there's a period of time between long rests before you can take another though. Like, you can't wake up, blow all your spells trying to immolate Tiamat, and then get back in bed thirty minutes later. Sleep has diminishing returns past ~7 hours.</p><p></p><p></p><p>I really don't know what your talking about at all. I mean look at the level 1 fighter from the Starter set, he has 12 freakin HP. That.. that is very few HP. A solid hit from a greatsword and he's done for. If there's no way to recover that, and the party doesn't have a healer, then he's SOL for the remainder of the day. The ability to recover 2-11 HP between fights doesn't break anything, it's essential to keep him on his feet.</p><p></p><p> Except that he can be stopped quite easily because the total value of his HP is low compared to monster damage. A Greatsword does 1d10+STR Mod damage. An Orc with 20 STR could drop a L1. Fighter with a single solid hit. </p><p></p><p></p><p>This isn't bad game design, it's bad pacing on the part of the DM. If the DM has one combat and then sixteen hours of nothing then that's the DM's fault. If the players ignore the pressing danger in favor of taking it easy, then that's the players' fault. Either way, the game is less fun not because the design forced it to be, but because the players seem uninterested in actually playing. </p><p></p><p></p><p>Okay, one, the default short rests are an HOUR. If the players are sitting around for more than an hour instead of getting out there and stopping the bad guy, then you're failing as a DM. Failing to make them engaged with the game world, or at least failing at choosing people to game with.</p><p></p><p>Two, as mentioned before, the players have much lower HP in this game. When you only have a few hit points, the ability to recover them all doesn't change things that much because you lose them just as easily.</p></blockquote><p></p>
[QUOTE="Chaltab, post: 6320005, member: 6775806"] One fighter ability shouldn't do that but I'm not sure how it possibly could? IME short rests are just handwaved anyway. They're assumed between significant fights and being unable to take a breather between two combats is the exception. More importantly I'm pretty sure there's a period of time between long rests before you can take another though. Like, you can't wake up, blow all your spells trying to immolate Tiamat, and then get back in bed thirty minutes later. Sleep has diminishing returns past ~7 hours. I really don't know what your talking about at all. I mean look at the level 1 fighter from the Starter set, he has 12 freakin HP. That.. that is very few HP. A solid hit from a greatsword and he's done for. If there's no way to recover that, and the party doesn't have a healer, then he's SOL for the remainder of the day. The ability to recover 2-11 HP between fights doesn't break anything, it's essential to keep him on his feet. Except that he can be stopped quite easily because the total value of his HP is low compared to monster damage. A Greatsword does 1d10+STR Mod damage. An Orc with 20 STR could drop a L1. Fighter with a single solid hit. This isn't bad game design, it's bad pacing on the part of the DM. If the DM has one combat and then sixteen hours of nothing then that's the DM's fault. If the players ignore the pressing danger in favor of taking it easy, then that's the players' fault. Either way, the game is less fun not because the design forced it to be, but because the players seem uninterested in actually playing. Okay, one, the default short rests are an HOUR. If the players are sitting around for more than an hour instead of getting out there and stopping the bad guy, then you're failing as a DM. Failing to make them engaged with the game world, or at least failing at choosing people to game with. Two, as mentioned before, the players have much lower HP in this game. When you only have a few hit points, the ability to recover them all doesn't change things that much because you lose them just as easily. [/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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