Second Wind isn't working correctly

starkiller
Level 4
Kickstarter Backer
10 months ago

In my first battle with an NPC party member, I had them use Second Wind and they rolled a 1. It only gave them 1 HP. It should have given them 2 HP. 1D10 + Fighter Level.

starkiller
Level 4
Kickstarter Backer
10 months ago

Also, are you not going to implement flanking?

starkiller
Level 4
Kickstarter Backer
10 months ago (edited)

Additional problem: When traveling, you cannot stop your travel and change your destination. Once you set the destination, you're on rails. Enjoy the ride or not, tough luck. Please change this, this is bad design.

Bug: Spiritual Weapon is an action when it should be a bonus action. 

Bug/Suggestion: Do not take the player's free action to switch weapons away until they actually use that weapon. I've switched to a ranged weapon only to find it's out of arrows and wanting to switch back to melee to find that I can't. There's no reason to restrict the player until they've actually made a decision.

10 months ago

I agree 100% ! Many times I changed weapon,noticed that there were à restriction to it that I was not thinking about and dont be able to change back even if I did not used it. 

The rush ability is also frustrating, there should be a message of confirmation to use it. Some time I select it when I want to push an enemy (those ability have almost the same design...) and I wast my turn.

mnduerrs
Level 6
10 months ago

Also, are you not going to implement flanking?

Flanking is a variant rule found in the DMG. As this game is purely based on the SRD, and because not every table uses that variant rule, I would doubt that adding flanking was a priority. It also might be a difficult thing to implement in a "turn on/turn off" mode.