Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Starter Set Cleric Sheet
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Falling Icicle" data-source="post: 6319706" data-attributes="member: 17077"><p>I don't agree with you that it's bad design. From a purely game design point of view, I think second wind is well thought out. It only takes a bonus action, so it doesn't interrupt a fighter's ability to do what people want to do when playing a fighter - fight. It also reduces the burden on the party healer, allowing them to spend more of their resources on things that they want to do, rather than having to spend so much time keeping the fighter up. IMO it makes the game more fun for both the fighter and the party healer, and that's a good thing.</p><p></p><p>Hit points themselves are a very unrealistic abstraction. The way D&D has handled injuries has always been far from realistic. It makes no sense at all for someone to be able to be hacked multiple times with an axe, fall off a cliff, or be dunked in lava and survive, and yet these things can easily be survived by a high level D&D character. But this is one thing where Gygax decided that realism should give way to playability. Hit points may not make a lot of sense from a simulation point of view, but from a game design point of view, they make a lot of sense. They make combat quick and easy, and keep the game flowing without the characters having to be hospitalized after every battle, allowing them to keep adventuring. Second wind, likewise, is about the same things. It may grate simulationist sensibilities, but D&D has never been a simulationist game. That's all I really want to say about that matter here. I don't think people would like for us to derail this thread with another long argument over hit points and martial healing.</p><p></p><p>As for hit dice, I agree with their decision not to use them to fuel second wind. As Mike Mearls explained in the video where they unwrapped the starter set, Second Wind isn't as easy to abuse as it might seem. When you're spending an hour to take a short rest, you're better off using your hit dice to heal yourself and to save your second wind for emergencies later. Sure, you can let the fighter rest for hour after hour, but if you're going to do that, you might as well just take a long rest and recover fully anyway. That, and DMs can easily counter such behavior with wandering monsters, time constraints, etc.</p></blockquote><p></p>
[QUOTE="Falling Icicle, post: 6319706, member: 17077"] I don't agree with you that it's bad design. From a purely game design point of view, I think second wind is well thought out. It only takes a bonus action, so it doesn't interrupt a fighter's ability to do what people want to do when playing a fighter - fight. It also reduces the burden on the party healer, allowing them to spend more of their resources on things that they want to do, rather than having to spend so much time keeping the fighter up. IMO it makes the game more fun for both the fighter and the party healer, and that's a good thing. Hit points themselves are a very unrealistic abstraction. The way D&D has handled injuries has always been far from realistic. It makes no sense at all for someone to be able to be hacked multiple times with an axe, fall off a cliff, or be dunked in lava and survive, and yet these things can easily be survived by a high level D&D character. But this is one thing where Gygax decided that realism should give way to playability. Hit points may not make a lot of sense from a simulation point of view, but from a game design point of view, they make a lot of sense. They make combat quick and easy, and keep the game flowing without the characters having to be hospitalized after every battle, allowing them to keep adventuring. Second wind, likewise, is about the same things. It may grate simulationist sensibilities, but D&D has never been a simulationist game. That's all I really want to say about that matter here. I don't think people would like for us to derail this thread with another long argument over hit points and martial healing. As for hit dice, I agree with their decision not to use them to fuel second wind. As Mike Mearls explained in the video where they unwrapped the starter set, Second Wind isn't as easy to abuse as it might seem. When you're spending an hour to take a short rest, you're better off using your hit dice to heal yourself and to save your second wind for emergencies later. Sure, you can let the fighter rest for hour after hour, but if you're going to do that, you might as well just take a long rest and recover fully anyway. That, and DMs can easily counter such behavior with wandering monsters, time constraints, etc. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Starter Set Cleric Sheet
Top