Perhaps. Though I think it is a strength of a mainstream fantasy RPG that it supports Tolkienesque fantasy, or at least something in the neighbourhood, more-or-less out of the box.So maybe what is needed is a "Tolkienesque" rules variant with a Wise Leader/King class/feat/whatever, as well as other rules and options for supporting Tolkienesque tropes in play.
I know of two main mechanical devices for giving expression, in the actual play of an RPG, to emotional bonds between characters.What I don't like about "inspirational healing" is that it's roleplaying my character for me. It's dictating not only a change in mental state, but also what the initial state must have been.
One is the device used in HeroWars/Quest and The Riddle of Steel: characters can have "relationship" stats, and when a declared action has some bearing upon the relationship (eg the PC is fighting to save his/her beloved from death) then the relationship stat acts as a buff.
AD&D had these sorts of buffs on some monsters (eg certain creatures in the MM get a buff when defending their young) but I don't think D&D has ever had this sort of attribute for PCs.
The other is the device that has long been a part of D&D: a leader-type character has mechanical abilities (a bard's inspiring song, which goes back at least to Appendix 2 in the AD&D PHB; or a warlord's inspirational abilities) which provide buffs to other PCs.
If you don't use either sort of mechanic, then what you get is a gameworld in which people never try harder, are never driven by emotional need, except when magic is in play. To me that is a very arid world, particularly for fantasy gaming.
I think the reason Bards don't bother me is that I assume it's magical, and music is just the mechanism for casting.
In AD&D, I'm pretty sure that a bard's inspiring song still works inside an anti-magic shell. Are you saying that in 5e an antimagic field would shut down a bard's inspirational abilities?From the bard in the PHB:
"In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain."
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Personally I'm not persuaded that it's broken. The spells are nevertheless rationed; and the at-will abilities are already at-will. And there are the inherent limitations implicit in being geographically constrained by the existing location of your wizard, your ranger or your rogue companion.My concern is that not all actions are equal.
Let's make a simple warlord that can grant a PC an action at the cost of his own action. In theory, a party of five is still making five actions; but one PC forfeits his to give his ally an extra.
What can go wrong?
1. PCs fight a white dragon. Warlord forfeits his turn to allow the wizard to cast fireball twice in one round. 16d6 x2 vs a weapon attack.
2. PCs are fighting a flying foe. Warlord forfeits his own attack to give the archery ranger another shot; 1d8+dex+10 vs 1d8+dex
3. PCs are fighting an archmage. Warlord forfeits his own attack to give the rogue an extra attack; 1d8+dex+Xd6 SA vs. A weapon attack.
Effectively, the warlord becomes a class that can mimic a fighter, ranger, cleric, rogue, wizard, etc once per round. Without a limiter (X/rest, concentration, spell slot, etc) the class can simply spam their best attack twice per round.
That is broken.
If playtesting were to reveal that I'm wrong, then some form of rationing could presumably be built in. Rationing class abilities in D&D is hardly a novel idea!
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I personally would like to see different style of healing rather then simply HP or THP.
My personal view is that this way, madness lies.I feel that would be MUCH better represented mechanically with a "die hard" mechanic that lets you stay operational at 0 hp - it's not something that heals injury, so it shouldn't recover hp, but it is something that lets you ignore injury, so removing the consequences for being injured makes sense fictionally and mechanically.
I already think that temp hp add needless complication into the game. Because they're fairly deeply embedded into the 4e system I have to use them when I play 4e, but I think the game would be better without them.
In systems that actually have injury mechanics (the two I know best are Rolemaster and Burning Wheel) having "die hard" mechanics that let you ignore injury make sense. But D&D doesn't need yet a third mechanical device for giving ingame effect to the trope of heroically pushing past injury. Hit point recovery is already sufficient for the job! The narration of the actual injury, and whether it fades away off screen or is still there the next day but with the contents of a healing kit plastered over it is (in D&D) just colour.