Keeping people conscious at 0 would be cool. That's a solid reaction power. I'd add it to my subclass, but not sure it's worthy of being a maneuver. Hrm... I think I could make it work though. Idea stolen.
The 4e Revenant had a fairly clean mechanic for staying up at 0, without just being completely unaffected by the fact it was at 0 hps. You'd probably need a special rule or two, since the character is able to defend himself...
Porting the revenant mechanic might look something like:
"The ally reduced to 0 is not rendered unconscious, instead, on their turn, the ally can take either a move or an action but not bonus action. At the end of their turn, the ally makes death save. Hits against the affected ally force an immediate death save instead of an automatic failed death save, even if he has stabilized. If the ally gains temporary hps, any hit suffered while he has at least 1 temp hp remaining does not force a death save. If they ally fails any death save before it regains hps, it falls unconscious and the rules for being at 0 hps are applied normally from then on."
I think that might about cover it. I've generally found 'stay up at 0' mechanics to be a great way to get a character, killed, BTW, since it continues to draw attacks. Even giving death saves for hits instead of automatic failures, as suggested above, leaves it pretty likely (more likely, the more attacks your enemies can generate per round) that the character you use such an ability on is going to be genuinely dead before your next turn comes around.
Adding extra hit dice during a short rest is an interesting way to heal that would work nicely with modularity.
I thought you'd been arguing, rather stridently, that anything touching HD was bad for modularity?
Compatibility among all modules, though, is not something that's practical.
It is practical! It's as simple not touching the elements of the game designed for the DM, the mechanics that can be adjusted to customize the tone of the game.
It's as simple as finding an alternative mechanic that doesn't touch on rests or Hit Dice or the like, because the nature of those belongs more in the DM's wheelhouse than the player's.
Yes, it appears you did.
I'm imagining Arnold Schwarzenegger looking over an accountant's shoulder as he's balancing a spreadsheet, and Arnold is yelling "Come on! Yes! You can do it! Now balance with shareholder equity! That's right!
You do seem to have a bit of comedic talent when it comes to imagining absurd examples of otherwise reasonable mechanics.
Kinda sorta. But, then again, bards are doing it with magic, and warlords aren't. So, there's an in-game difference built right in.
Nod. Conceptual difference count, as well as mechanical ones.
And, if bards can inspire 1-4 times/day (give or take), and anyone with the Guidance cantrip can do largely the same thing unlimited times per day, and neither of those seems to break stacking with advantage, then letting a warlord grant some skill bonuses isn't much of an issue IMO. Maybe we could limit what he can help with -
One, perhaps too-obvious, possibility would be limiting it to combat, or to non-combat tasks that bear on tactical and strategic objectives. Kind of pointless, really, though, to take a plausible non-combat mechanic and cut off the other two pillars. I suppose a simple, logical, restriction would be that he could enhance only what ordinary, mundane help could. Maybe: You can Help another character as a bonus action, when you use a regular action to Help, you also grant a bonus (+1d4/+1d6/CHAmod/+1d10 the lower roll if under 10/+1 to the higher roll/+2 except +6 on Tuesdays when facing East/whatever works)