Aloïsius said:
What is more heroic :
* "Wolbur the warrior rises, fully healed, for the 3rd time, his blood and former internal organs littering the battlefield and finaly take down the blackguard" or
* "seeing her comrades uncouscious or uncapacited, Haldra the cleric feel a rush of anger, charges the blackguard, her forces decupled by the will to save her friends, and slay him with a surprinsingly strong hit" ?
First of all, forget the internal organs on the ground. We're talking about someone who was 'out of the fight' not 'dead and gruesomely disemboweled'.
Secondly, in a game with a second wind mechanic, and where fighters will apparently be able to use this mechanic more than other classes (note that this draws on 'martial' power, not magic), having a warlord able to inspire a similar sort of recovery in others doesn't seem out of place to me.
So, leaving the graphic hyperbole aside:
The second option is great for a book or a movie, where we are entertained by observing the battle.
It is, however, a steaming pile of crap for a gaming table, where every other player at the table just got rendered redundant by the bloody medic (
j/k ) pulling a scene-stealing move out of their rear end. At a gaming table we are entertained by participating. Anything that reduces opportunity to participate is bad. Look at the changes to save-or-die, petrification, paralysis, etc for other areas where the 4e devs appear to be getting this.
At a gaming table, you want option one. Every time. Option one makes two players feel more involved, the reviver and the revivee, while everyone else rejoices at their companion rejoining the fight. Option two is a moment of glory for one player, but leaves one player unable to act at all, and the others saying "Yes. Well, grats on the killing blow, but if he was that close to dropping then any two of us could have probably finished him off. Are you going to help our fallen companion, or were you planning on posing for a portrait while he bled to death?"
OK - now I'm guilty of hyperbole, but the fact remains that the option that allows more players to feel involved is the one that's better for the game in most cases.