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<blockquote data-quote="DDNFan" data-source="post: 6317163" data-attributes="member: 6776483"><p>The way it's written makes it dubious it will work well in a game with a reduced base healing rate for a grittier game. It will still have the fighter effectively having troll-like regeneration under his control (another strike against it. Why is natural healing under anyone's control? It just happens. No hoarding of hit dice for min-maxing will be allowed in my games. You must heal to full if you have hit dice left, or maybe you can only spend one hit dice per short rest. Those would be fun I think).</p><p></p><p>The context you're looking for, is not making clerics feel useless. Some people hate having to have a cleric, but since the game has clerics, there should be a valid game reason for them. Healing the front line fighter is where a lot of the Cure Wounds gets spent, so if he can just heal himself it gives lots of incentives for 30 second bursts of combat then waiting an hour since there is no daily limit on Second Wind.</p><p></p><p>It is quite frankly terrible design that doesn't work well with Hit Dice. The mechanic should have been when you take damage, as a reaction you can spend a hit dice. That would have been very easy to narrate and understand and also feel very "Second Wind-y".</p><p></p><p>The way it's written now basically forces you to keep the normal healing rate because otherwise fighters will suddenly leap frog every other class, further making it irresistible or even foolish to not multi-class for at least one (probably two) levels of fighter just to keep up.</p><p></p><p>Rope Trick can allow short rests anywhere in the dungeon. That makes it effectively an encounter power, as per 4th edition. Not good. Not good at all. Maybe rope trick is the problem there though. It's too good a spell considering the way the game is designed. The transdimensional portal lasts exactly an hour, a perfect time to recharge all these abilities and free HP and go back out blasting.</p><p></p><p>When we realized in our last session that our mage's rope trick would allow us a short rest, suddenly lights went off. The more benefit for the entire group there is for a short rest, the more powerful that spell becomes. Probably best to limit its duration to 30 minutes <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="DDNFan, post: 6317163, member: 6776483"] The way it's written makes it dubious it will work well in a game with a reduced base healing rate for a grittier game. It will still have the fighter effectively having troll-like regeneration under his control (another strike against it. Why is natural healing under anyone's control? It just happens. No hoarding of hit dice for min-maxing will be allowed in my games. You must heal to full if you have hit dice left, or maybe you can only spend one hit dice per short rest. Those would be fun I think). The context you're looking for, is not making clerics feel useless. Some people hate having to have a cleric, but since the game has clerics, there should be a valid game reason for them. Healing the front line fighter is where a lot of the Cure Wounds gets spent, so if he can just heal himself it gives lots of incentives for 30 second bursts of combat then waiting an hour since there is no daily limit on Second Wind. It is quite frankly terrible design that doesn't work well with Hit Dice. The mechanic should have been when you take damage, as a reaction you can spend a hit dice. That would have been very easy to narrate and understand and also feel very "Second Wind-y". The way it's written now basically forces you to keep the normal healing rate because otherwise fighters will suddenly leap frog every other class, further making it irresistible or even foolish to not multi-class for at least one (probably two) levels of fighter just to keep up. Rope Trick can allow short rests anywhere in the dungeon. That makes it effectively an encounter power, as per 4th edition. Not good. Not good at all. Maybe rope trick is the problem there though. It's too good a spell considering the way the game is designed. The transdimensional portal lasts exactly an hour, a perfect time to recharge all these abilities and free HP and go back out blasting. When we realized in our last session that our mage's rope trick would allow us a short rest, suddenly lights went off. The more benefit for the entire group there is for a short rest, the more powerful that spell becomes. Probably best to limit its duration to 30 minutes :) [/QUOTE]
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