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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="pemerton" data-source="post: 6321005" data-attributes="member: 42582"><p>I know how temp hp work.</p><p></p><p>If you take damage, temp hp are no different from actual hp. They only "go away after 5 minutes" if you didn't lose them to hit point loss.</p><p></p><p>This means that 2nd wind as temp hp is silly for two reasons:</p><p></p><p style="margin-left: 20px">* You're better off using it before you get hit, to get a maximum buffer against being killed/knocked unconscious. That is not a <em>second</em> wind;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* The only time the final outcome ends up being different from actual healing is if you didn't <em>need</em> the extra hp (and hence misjudged your need to second wind). This is something of a corner case that it is not worth designing a system around, in my view.</p><p></p><p>For those who don't want short rest chaining of this ability there are multiple ways to handle that without distorting the key features of the ability itself:</p><p></p><p style="margin-left: 20px">* The most severe is to make it like a barbarian's rage in 3E: the PC takes damage equal to the amount of their healing once the combat finishes;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* The ability can only be used during combat, or within a certain (small) time of having taken damage;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* Any rest of 1 hour or more but fewer than 8 hours counts as only a single short rest;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* Capping short rests per day;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* A table understanding not to chain short rests;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* Using the standard time management devices that Mearls et al mentioned (wandering monsters, ingame time pressure, etc).</p><p></p><p>D&Dnext was always going to need the GM to be very active in pacing management, because of its return to extremely assymetric suites of resources across classes. I think it's somewhat amusing that the first brushfire over this issue involves fighters rather than casters - that's a nice change - but the issue was always going to break out somewhere!</p><p></p><p>But anyway, resolving this issue seems to be about as difficult as extending the duration of extended rests in 4e to deal with the complaints of "overnight healing" ie utterly trivial.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6321005, member: 42582"] I know how temp hp work. If you take damage, temp hp are no different from actual hp. They only "go away after 5 minutes" if you didn't lose them to hit point loss. This means that 2nd wind as temp hp is silly for two reasons: [indent]* You're better off using it before you get hit, to get a maximum buffer against being killed/knocked unconscious. That is not a [I]second[/I] wind; * The only time the final outcome ends up being different from actual healing is if you didn't [I]need[/I] the extra hp (and hence misjudged your need to second wind). This is something of a corner case that it is not worth designing a system around, in my view.[/indent] For those who don't want short rest chaining of this ability there are multiple ways to handle that without distorting the key features of the ability itself: [indent]* The most severe is to make it like a barbarian's rage in 3E: the PC takes damage equal to the amount of their healing once the combat finishes; * The ability can only be used during combat, or within a certain (small) time of having taken damage; * Any rest of 1 hour or more but fewer than 8 hours counts as only a single short rest; * Capping short rests per day; * A table understanding not to chain short rests; * Using the standard time management devices that Mearls et al mentioned (wandering monsters, ingame time pressure, etc).[/indent] D&Dnext was always going to need the GM to be very active in pacing management, because of its return to extremely assymetric suites of resources across classes. I think it's somewhat amusing that the first brushfire over this issue involves fighters rather than casters - that's a nice change - but the issue was always going to break out somewhere! But anyway, resolving this issue seems to be about as difficult as extending the duration of extended rests in 4e to deal with the complaints of "overnight healing" ie utterly trivial. [/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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