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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: 6321192" data-attributes="member: 6775806"><p>I don't think anybody disagrees with you that PCs have an incentive to rest for two hours. The problem is that it's a trivial detail that will only come up in situations in which the party: 1)Actually has a fighter, 2)The fighter is damaged more than his Second Wind can heal, 3)Doesn't have better options like a potion, and 4) actually has two hours to waste and a place to waste them. In other words, many groups will never even encounter.</p><p></p><p> </p><p>A fighter starts out with very few HP and needs a reliable way to recover them since getting hit is part of his job. As the fighter progresses, Second Wind restores proportionally fewer and fewer hit points so that it would take more rests than the party reasonably had time for. I get that you play a game with special magic portals between plot points and your players are apparently really push or your DM won't stop them from metagaming, or something, but that's an issue your group will have to deal with, not a universal problem with the game. The fact that each class has six saving throws and half of them will likely suck? That's a universal problem worth getting so worked up over. This can literally be solved with a single house rule.</p><p></p><p></p><p>You're like, Captain Ahab, but your whale is not Moby Dick, it's Pun-Pun.</p><p></p><p></p><p>Well if there's nothing wrong with that then WHY do we have this eighteen page thread discussing how it should have been done?!</p></blockquote><p></p>
[QUOTE="Chaltab, post: 6321192, member: 6775806"] I don't think anybody disagrees with you that PCs have an incentive to rest for two hours. The problem is that it's a trivial detail that will only come up in situations in which the party: 1)Actually has a fighter, 2)The fighter is damaged more than his Second Wind can heal, 3)Doesn't have better options like a potion, and 4) actually has two hours to waste and a place to waste them. In other words, many groups will never even encounter. A fighter starts out with very few HP and needs a reliable way to recover them since getting hit is part of his job. As the fighter progresses, Second Wind restores proportionally fewer and fewer hit points so that it would take more rests than the party reasonably had time for. I get that you play a game with special magic portals between plot points and your players are apparently really push or your DM won't stop them from metagaming, or something, but that's an issue your group will have to deal with, not a universal problem with the game. The fact that each class has six saving throws and half of them will likely suck? That's a universal problem worth getting so worked up over. This can literally be solved with a single house rule. You're like, Captain Ahab, but your whale is not Moby Dick, it's Pun-Pun. Well if there's nothing wrong with that then WHY do we have this eighteen page thread discussing how it should have been done?! [/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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