Do you think some kind of healer is necessary in pre-4e D&D? If not, how do you handle the situation where one PC is injured and out of action for a long time?In 26-years of DMing I have never felt a cleric/"leader" was necessary.
Spoiler alert: I think it's possible that D&D Next is creating that world.
Yes...Tho those stating a cleric is not needed; I find the need of a cleric irrelevant to the warlord class really. If a player wants to contribute to the team by healing instead of by defeating enemies faster, that is a valid role-playing choice.
No, it isn't. Players can't simply state what they desire and get it. That's why we have rules. And the main point of having rules is to prevent players from doing things they shouldn't. Nonmagical, instantaneous healing of lethal wounds is not even a borderline case in that regard. It doesn't make sense. A player making that kind of "roleplaying choice" either doesn't understand why it's out of bounds or is being purposefully subversive.If said player wants to play a mundane character to do this, that is also a valid RP choice.
Well, since I'm on the same track of thinking, I'll go ahead and say this. If one PC is significantly injured, you rest. It's quite unusual that you can't rest. And if you can't rest and are injured and are being attacked, that's a pretty serious challenge, and it should be. No need to change any of that.Do you think some kind of healer is necessary in pre-4e D&D? If not, how do you handle the situation where one PC is injured and out of action for a long time?
Bam. Yes. Awesome. We're on the same page for that. If we live in a world where there is something big enough to contain the non-magical spike healing other than a class feature, the non-magical spike healing can go into that, and thus we don't need a warlord class.
So it seems like I grok your goal, here. You seem to believe that this goal can only be realized in a class feature, but in a world where something else was big enough to contain it, you'd be cool with it going in there.
We have entered a world where a warlord class isn't necessary for you, just a way for players to get a non-magical equivalent of the cleric's healing. Lets work with that.
I think we're agreed that non-magical spike healing probably isn't going to work for the HP-as-meat crowd. That crowd may be right or wrong or whatever, but we can agree that they would not want such a mechanic, even if they're idiots for not wanting it -- non-magical spike healing does require a particular view of HP-as-not-meat to work, yes? While magical spike healing could really be either or both or whatever?
If we're agreed, is there any objection in your mind to tagging the HP-as-not-meat non-magical healing options (feat or item or new bucket or whatever) with something? Maybe an [Inspiration] keyword? So that people who want HP-as-meat know that they shouldn't pick it and that the people who want HP-as-not-meat know they should?
Spoiler alert: I think it's possible that D&D Next is creating that world.
The basic premise here is that the warlord should be able to fill the survial-boosting role the cleric does. An ability that gets people killed clearly does not do that.
In NPCS in your game waste time killing downed foes, that is a feature of your campaign. I don't think that is a common DM attitude and one that I'd not enjoy either as player or DM, and frankly it is irrelevant - the ability to let a "dead" character get one final shot off does not meet the stated survial-boosting goal of the warlord.
I'm using the name "captain" because some people don't like "warlord", and it is the word that Tolkien uses. And in the Tolkienian/Arthurian model I'm interested in developing, the presence of a captain does inspire companions - look at how Aragorn inspires Gimli and Legolas, for instance; or how Eowyn inspires Merry, or Denethor and Beregond inspire Pippin.A "captain" might be misleading then. A captain leads and inspires soldiers that look up the chain of command. I don't see that being true in most stories of adventuring companions.
I don't like the kinds of stories created from the mechanical expression of the 4e Warlord as is.
That's fine. No one is making you build or play a warlord, either in 4e or in the hypothetical version of D&Dnext that includes one.It's not a story I like, in the way I understand the human condition.
It depends on the point of the trait, the players' expectations etc.What if the mechanical expression overcompensates? For example, what if a character had the "Beautiful" trait, and every PC and NPC was mechanically expressed as considering the character to be beautiful. Now the mechanical expression has forced only one story
Why not? In the metagame, because the player of the barbarian didn't pay PC build resources to get this ability. In the fiction? Because the barbarian is brave but not inspiring - his/her allies shake their heads at his/her recklessness, for instance, rather than being moved to emulate.If the barbarian jumped down the dragon's throat first, is the Bravelord impressed too? Enough to get extra hitpoints? If no, why not, if the Barbarian's actions are just as brave and inspiring?
That's a gamist concern, which is separate from the point that pemerton raised. The more pertinent question is if a "fight on a 0 hit points" rule fulfills the question of the mechanics representing inspiration.
I'm with Neonchameleon here - if the mechanics don't in fact produce an outcome whereby inspiration from the battle captain will turn the tide of battle, they are not doing their job. In D&D, the most fundamental and time-honoured way to turn the tide of battle is to infuse extra hp into the PCs.If the gamist concerns aren't met then the mechanics don't match the fluff.
I assume that you are describing your own gameplay here. It doesn't particularly correlate to the sort of D&D game that I want to run or play.If one PC is significantly injured, you rest. It's quite unusual that you can't rest. And if you can't rest and are injured and are being attacked, that's a pretty serious challenge, and it should be. No need to change any of that.
By "always" I assume you mean "in the period 2000-2008". Wands of CLW did not exist in AD&D or classic D&D. And they don't exist in 4e.wands of CLW have always been a cheap cop-out for that type of healing.
Here's a radical idea: let's design a game, and its rules, that will give us (and other players like us) the game that we desire!Players can't simply state what they desire and get it. That's why we have rules.
This is so outrageous it's hard to know where to begin.the main point of having rules is to prevent players from doing things they shouldn't. Nonmagical, instantaneous healing of lethal wounds is not even a borderline case in that regard. It doesn't make sense. A player making that kind of "roleplaying choice" either doesn't understand why it's out of bounds or is being purposefully subversive.