I think the 4E warlord pays lip service to its inspirations, and is only very loosely "based on the true story of" supposed warlords in literature and media. Once you translate a warlord-like character from a book or movie into a 4E warlord, there is so much lost in translation that one hardly resembles the other any more.
A 4e CHA warlord, or a 4e paladin, fill very much the same archetypical space: they are capable in combat, but their greater contribution is to defend and inspire their allies. (A CHA paladin is also more overtly magical, with a variety of ranged and AoE attacks - that's some D&Dism creeping into the archetype, as is to be expected.)
I feel that they resemble their archetype - Arthur, Aragorn, Faramir, Captain America - pretty well.
Why can't ANY charismatic leader do this if he is charismatic enough?
That's a fair question. But much the same question applies to clerical spells - why can't
any devoted PC call upon the power of a deity? And to sorcerers - why can't I declare that my
fighter is descended from dragons, and hence has innate magical abilities?
The answer isn't primarily an ingame one, it's a metagame one - D&D is a class-based game and it rations player resources by reference to classes. So warlords (and perhaps paladins) get to use their CHA in ways other PCs can't; clerics get to use their CHA in ways other PCs can't; etc.
I think for standard D&D, there's slightly different criteria. For them, from what they've said and what I can apprehend, the warlord as a distinct class seems to
- Have a healing mechanic that works better as a table decision about the nature of hit points than as a specific class mechanic
- Have an archetype that steps on the toes of the Fighter and the Bard
- Have abilities that could easily be modeled with the fighter's bonus dice, spent on allies, or by the bard's buffing of the whole party with their voice.
- Silo a set of non-magical ally-enhancing mechanics all within one class that no other classes can access.
I discussed the bard and the fighter upthread. Also my reasons for thinking that it has to be done at the class level - given the way D&Dnext is distributing abilities, and given the mechanical goal that this PC can take the functional place of a cleric - and my take on the existing fighter options.
As for your first comment, about a table decision as to the meaning of hit points:
The easiest way to make that a table decision is to make the class.
Agreed.
It seems like the specific mechanic you're looking for is "one character that enables allies to fight on despite their injuries, without obvious magical special effects."
That specific mechanic doesn't need to take the form of a panic button, or actual HP healing.
But in mechanical terms will largely suck unless it does - as [MENTION=87792]Neonchameleon[/MENTION] has pointed out upthread. And in story terms, unless it consists of hp restoration, it won't enable the PC in question to rouse another PC who has been knocked out of the combat. (To repeat: in RPGs which have separate player-side morale mechanics, like BW's Steel attribute, this would not be so. But D&D is not such an RPG. Hit points are the only consistently appicable player-side mechanic for representing ability to continue fighting.)
In fact, that's kind of not a great model of how those characters inspire others. It's not with a word or an action or a deed, it's simply by their presence.
This isn't true for Aragorn, Faramir or Gandalf, all of whom rouse by speaking words to urge on their comrades. As Neonchameleon has pointed out, Captain America and Cyclops similarly rouse their allies in their respective comic books.
It could be a bonus to saves (especially vs. fear or death).
As I've already noted, a bonus vs fear is not very significant in D&D because there is no routine invocation, in combat, of those mechanics. They apply only against a certain sort of magical mind control.
A bonus vs death is like a weaker version of hit point healing - it is highly conditional, and unless the bonus is very big is unlikely to bring the downed PC back into the fight.
That could be granting allies an "operate below 0 hp" ability a la 2e boars.
This is another option that is like a weaker version of healing, isn't it - conditional temp hp of short duration.
That could be something like the skald aura in 4e.
The skald aura is not meaningfully different, in this context, from the warlord's Inspiring Word, except that oddly enough the bard's presence let's a different PC restore hit points to a third PC by spending a minor action - the connection between metagame action economy and ingame fiction seems even more abstract in this case than in the case of Inspiring Word.
It could be creating healing salves.
If you want to play a herbalist, sure. This overlaps heavily with a caster's ability to create potions, of course. And doesn't seem to have much to do with playing a battle captain.
It could be an ability that cancels damage (negating attacks), or provides rewards for fighting on (temp HP for attacking a target).
Damage negation is generally not as strong as healing, for well-known reasons, and also does not play in story as rousing one's allies back into the struggle. But that's not to say that it's a bad mechanic. The same remarks apply to temp hp.
It could be bardic music (though that rides the line of magic, it doesn't need to) or something mechanically identical.
Ah, yes. I believe it's called Inspiring Word!
It's entirely possible to take a lightly armored paladin with a Forester background and call it Aragorn. Lay on hands might be all you need or want.
I've already commented, multiple times now, that the paladin and the warlord fill the same archetypical space. The reason for distinguishing them in D&D is that D&D draws a very sharp magic/non-magic divide (unlike romantic fantasy fiction of the Arthurian or LotR variety, which does not draw such a distinction). Also, a D&D paladin has a tendency to bring other mechanical baggage (alignment, falling mechanics) which are notorious for a whole range of reasons (and are in various ways connected to the diving magic branding of the paladin).
But if you really wanted a LotR feel, you should probably adopt a LotR-friendly healing module, like one that models long-term injuries and death spirals, but also allows for protagonists to be functionally immortal. Fate points + an injury mechanic sound great. And then your Aragorn works by taking a specialty that removes penalties for being injured or that spends Fate points on friends when they fall.
There is a litany of possible ways to do the healing and defense thing in D&D. Saying "who has the panic button?" misses the point that the game can be designed to not need a panic button
I could do all that, rebuilding the game from the ground up - or I could do something which requires fewer mechanical tweaks: namely, let my Aragorn PC use Inspiring Word to restore his allies' hp. I mean (and just picking up on one of your points), why do we need to introduce Fate Points when the game already has a perfectly good combat-related ablative metagame resource?
I'm on record as saying that I have no real problem with a warlord class personally, if only to appease the irrational fanbase that treats this one class as if it is the standard-bearer of an entire edition mindset (which is worth doing for 4e as much as it is worth doing for 1e or 2e or 3e or OD&D). I can't say I see a lot of other good reasons to have a warlord class
I don't really understand why you're going through all these options and contortions to tell me that a warlord isn't the best way to do what I want to do. You may not particularly care for it - that's fine. But I don't think I'm being irrational. I think I'm being very commonsensical. After all, unlike fate points, or damage reduction, or some of your other options, hit points and hit point healing have been with us since the game began. I know how, and that, hit point healing works. And 4e shows me that it can work even when the hit point restoration is non-magical. So why can't I just have that?
If you're unwilling to accept that there might be successful alternatives of meeting your needs, then you already have the edition that does that fits your narrow definition of what a fun game of make-believe elf-magic can be. Play it.
And this is where I ask once again the question: is D&Dnext the inclusive edition, or the "everyone but 4e" edition? What is so objectionable about non-magical spike healing (otherwise known as Inspiring Word) that a game which is meant to capture "the broad essence of D&D" doesn't have room for it?