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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="Remathilis" data-source="post: 6320175" data-attributes="member: 7635"><p>I think the problem is we are still thinking in the "PER DAY" concept of D&D. That is, we start the day lily-fresh with all our spells and hp, and we whittle through them until the end of the day and we rest to do it again because D&D only allowed resource refresh in day-increments. Spells PER DAY. Rages PER DAY. Smites PER DAY. Daily Powers PER DAY. If the group expended too much of its resources in an encounter, you were out of that resource for THE DAY. If you used all your toys in a "challenging" fight and then (uncertainty being what it is) rested 8 hours to refuel for the next encounter (unless something stops you). What we've done is reduce the timeframe; instead of waiting a day for fresh hp, spells, turn attempts, smites, rages, or whatever, you wait an hour. Of course, you don't get everything back in an hour, a handful of spell levels, the fighter gets a free hit dice, but not the full spells and full hp of a long rest. </p><p></p><p>So what is chaining multiple short rests? 15 minute workdays, part 2. </p><p></p><p>Now that we've identified the problem, we can look at solutions. 15 minute workdays were a problem in AD&D, 3e and 4e, and appear to be back in 5e (though the downtime period is shorter, at least). How did you fight 15 min workdays before?</p><p></p><p>* Random encounters? </p><p>* Time constraints? </p><p>* Limited access to "camping" spots? </p><p></p><p>Or maybe you didn't and PCs took multiple days and weeks to clear out a dungeon, using guerrilla tactics to nuke, then retreat, rest and heal. That's a time-honored tradition in old-school dungeon crawls. </p><p></p><p>All that's happened is that rather than do rest 8 hours, you'll need to rest an hour if you intend to go nova and go rest. Same problem, same solutions, different timeframe.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6320175, member: 7635"] I think the problem is we are still thinking in the "PER DAY" concept of D&D. That is, we start the day lily-fresh with all our spells and hp, and we whittle through them until the end of the day and we rest to do it again because D&D only allowed resource refresh in day-increments. Spells PER DAY. Rages PER DAY. Smites PER DAY. Daily Powers PER DAY. If the group expended too much of its resources in an encounter, you were out of that resource for THE DAY. If you used all your toys in a "challenging" fight and then (uncertainty being what it is) rested 8 hours to refuel for the next encounter (unless something stops you). What we've done is reduce the timeframe; instead of waiting a day for fresh hp, spells, turn attempts, smites, rages, or whatever, you wait an hour. Of course, you don't get everything back in an hour, a handful of spell levels, the fighter gets a free hit dice, but not the full spells and full hp of a long rest. So what is chaining multiple short rests? 15 minute workdays, part 2. Now that we've identified the problem, we can look at solutions. 15 minute workdays were a problem in AD&D, 3e and 4e, and appear to be back in 5e (though the downtime period is shorter, at least). How did you fight 15 min workdays before? * Random encounters? * Time constraints? * Limited access to "camping" spots? Or maybe you didn't and PCs took multiple days and weeks to clear out a dungeon, using guerrilla tactics to nuke, then retreat, rest and heal. That's a time-honored tradition in old-school dungeon crawls. All that's happened is that rather than do rest 8 hours, you'll need to rest an hour if you intend to go nova and go rest. Same problem, same solutions, different timeframe. [/QUOTE]
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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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