Thanks! How did you see it? It's not on the front page.
We also like the idea of taking refuge because it makes interaction more prominent by encouraging DMs and players to think about what happens between visits to the dungeon. While resting in town, do you start a business, mingle with nobles, or apprentice yourself to a weaponsmith? That sort of narrative padding can make interaction and relationships in the campaign a more prominent part of the game. By placing interesting things to do in town within the core system, we can create a game that embraces the entirety of an adventurer's life. Urban adventuring can still feature stuff like delving into sewers or battling a wererat infestation, but it can also become the signature form of an interaction-heavy adventure.
Once again, an L&L regurgitating what everybody already knows, while saying almost nothing about what Next is doing with regards to it. I guess it's nice to know that the designers know the basics of how hit points work in a narrative sense.
HP is the most contentious point in D&D (beside chain mail bikinis I guess) so reiterating their plan of action in the matter, especially when they keep making changes is a good thing.
Once again, an L&L regurgitating what everybody already knows, while saying almost nothing about what Next is doing with regards to it.
Legends & Lore said:"Right now, we're thinking that a rest in a dungeon or the outdoors can return you to half your maximum hit points. You need to take refuge in a comfortable place, like a tavern or other point of civilization, to rest for a few days and return to your maximum hit points."