Toe Knee Nose
Adventurer
That's not how math works. Of those 8 checks, the result will only be changed twice. I mean, heck, if the fighter isn't even running out of Second Winds, then it's not adjusting that many results is it? Tier 1 and Tier 2 you've only got 5 second winds per adventuring day at most. 3 to start at level 4 plus two more for short rests. That's true until 9th level.It is not 2 times it matters it is 8 TIMES it matters. Unless you are rolling tons and tons of checks the Fighter will typically be statistically better and statistically won't run out of 2nd wind.
Which means that the MAXIMUM this could impact is 5 rolls. And, as you say, since you're not going to run out of Second WInds, that means you're only influencing 2-3 results per long rest. And that's presuming that you succeed with the +1d10 bonus. It's entirely possible to still fail after using Tactical Mind. Now, you have no control over which of those checks you change because it's all random, meaning you have to use it every time you fail (and can still potentially succeed of course) or, as you say, you'll wind up with unused Second Winds.
No matter how you slice this, it's only going to change 2 maybe 3 results per long rest. More often than not, it's probably closer to 1-2.
SO, how can it matter 8 times if you only have 5 Second Winds per day?
I really, really did not enjoy running for that group. It's so nice playing with people who aren't always trying to "win" everything all the time.






