Am I reading right that the healing granted by Second Wind never increases the number of dice, just the static bonus? Doesn't that make it virtually useless past level 3 or 4? You're barely getting back enough HP to make it worth the action.
Yes. I assume that it was designed that way to make it clear that it was not a self-only healing spell. In function, it's more like drinking an energy drink than it is like getting instant medical care for the deep cut in your leg.
What makes Second Wind viable is that you regain it every short rest instead of every long rest. It is a short burst of healing that you can just top yourself up for during combat or during a short rest. It does work better at lower levels when small amounts like that really matter, but it doesn't need to be the most insane ability at higher levels because you have Indomitable at higher levels. It is perfectly fine where it is at for a 1st level ability.
Edit: Past level 3 and 4 it is not useless it just has a smaller effect, but remember that healing using spell slots is even more costly, but gives you more health. Short rests are key to fighter.
I imagine that if it was dice scaling, the average damage still wouldn't scale much differently. I currently have a 9th-level Fighter, so his Second Wind gives him an average of 14.5 points of healing. I'd have to be rolling 3d10 to average that much. The difference would be that lucky rolls could significantly outweigh the flat healing I currently get. And personally I'd rather have the guaranteed healing that Second Wind currently offers instead of the risk of rolling badly. Second Wind isn't really meant to be full-blown healing, it's that little extra jolt to keep you going in a big fight.
Am I reading right that the healing granted by Second Wind never increases the number of dice, just the static bonus? Doesn't that make it virtually useless past level 3 or 4? You're barely getting back enough HP to make it worth the action.
Yes. I assume that it was designed that way to make it clear that it was not a self-only healing spell. In function, it's more like drinking an energy drink than it is like getting instant medical care for the deep cut in your leg.
What makes Second Wind viable is that you regain it every short rest instead of every long rest. It is a short burst of healing that you can just top yourself up for during combat or during a short rest. It does work better at lower levels when small amounts like that really matter, but it doesn't need to be the most insane ability at higher levels because you have Indomitable at higher levels. It is perfectly fine where it is at for a 1st level ability.
Edit: Past level 3 and 4 it is not useless it just has a smaller effect, but remember that healing using spell slots is even more costly, but gives you more health. Short rests are key to fighter.
Also it is a bonus action which means you don't use your full action to get the healing.
I imagine that if it was dice scaling, the average damage still wouldn't scale much differently. I currently have a 9th-level Fighter, so his Second Wind gives him an average of 14.5 points of healing. I'd have to be rolling 3d10 to average that much. The difference would be that lucky rolls could significantly outweigh the flat healing I currently get. And personally I'd rather have the guaranteed healing that Second Wind currently offers instead of the risk of rolling badly. Second Wind isn't really meant to be full-blown healing, it's that little extra jolt to keep you going in a big fight.
Worst case, it is a free extra hit die of healing for short rests.