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Starter Set Character Sheet Revealed!
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<blockquote data-quote="lkj" data-source="post: 6317356" data-attributes="member: 18646"><p>I agree that this does not at all appear what is intended on the character sheet (i.e., it doesn't drain hit dice). It would be a pretty big nerf (perhaps especially at first level where it'd basically become a daily). That said, in the world of 1 hour rests, being able to get hp back in combat as a bonus action would be a nice feature, even if limited by hit dice.</p><p></p><p>I have to think the issue of 'spamming second wind' is addressed somehow in the rules or that it doesn't really end up being that big a deal. Either in the context of healing, the designers (presumably backed by playtest data) found that being able to bump your hp back up at one hour increments simply wasn't that powerful. Maybe when actually playing, most groups just didn't find value in stopping for that much of the day. Or maybe the default rules have you fully healed at the start of a new day anyway. Alternatively, perhaps, as others have mentioned, there is some limit on the number of short rests in a day-- unrelated to whether you had a fight. </p><p></p><p>I also would think this is the sort of thing they would address in the DMG when discussing different rules modules. So if you use 5 minute rests, a limit is placed on it. Or if you want grittier, slower healing it becomes temp hp. </p><p></p><p>At any rate, I'm curious to see how it plays out.</p><p></p><p>AD</p></blockquote><p></p>
[QUOTE="lkj, post: 6317356, member: 18646"] I agree that this does not at all appear what is intended on the character sheet (i.e., it doesn't drain hit dice). It would be a pretty big nerf (perhaps especially at first level where it'd basically become a daily). That said, in the world of 1 hour rests, being able to get hp back in combat as a bonus action would be a nice feature, even if limited by hit dice. I have to think the issue of 'spamming second wind' is addressed somehow in the rules or that it doesn't really end up being that big a deal. Either in the context of healing, the designers (presumably backed by playtest data) found that being able to bump your hp back up at one hour increments simply wasn't that powerful. Maybe when actually playing, most groups just didn't find value in stopping for that much of the day. Or maybe the default rules have you fully healed at the start of a new day anyway. Alternatively, perhaps, as others have mentioned, there is some limit on the number of short rests in a day-- unrelated to whether you had a fight. I also would think this is the sort of thing they would address in the DMG when discussing different rules modules. So if you use 5 minute rests, a limit is placed on it. Or if you want grittier, slower healing it becomes temp hp. At any rate, I'm curious to see how it plays out. AD [/QUOTE]
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