AbdulAlhazred
Legend
Right, I don't think there's NO 'meat' in hit points either. I can actually pretty well buy that high level guys are just stupidly tough too, up to a point. Its only relevant in that if you were absolutely dedicated to the idea that every hit point is some sort of physical wound, then inspirational healing doesn't make sense in your context. IME people don't really mostly even resolve this in their heads. They play, its a game, they know its not 'realistic' but the game works and is fun, so it doesn't much matter.I don't disagree with any of the above. I don't really care about the Meat vs. Mojo debate, but if I had to vote for a side I'd pick "it's both". It's just not important to me, though.
OK, though I note that your ability to be inspired and what inspires you are part of your character, so anything that touches on them has an RP aspect to it. I thought that was what you were objecting to, at least partly, was being told to RP 'being inspired' and not having a choice to NOT be inspired. Casting spells MIGHT also engage this sort of RP, but we just don't know and can't generalize since magic is so diverse and poorly explained.So, I don't disagree with you here, either. One thing I love about the system The One Ring is that there are numerous mechanics that interact with roleplaying and storytelling. D&D largely doesn't have that (Inspiration, I guess) which is too bad. But I don't see using non-magical healing on another player as something that fits into that category. "I shout encouragement" may, in its roots, be more social and interactive than "I cast a spell", but it's not really a roleplaying mechanic. It's a mechanic that represents social relationships. Two very different things.
I don't have an inherent issue with that. In fact its not really that I WANT CLW and 'Inspiring Word' to be the EXACT same mechanic in every detail, but if both of them impact hit points to the extent that you could be a warlord and play the role of what 4e calls 'leader' and replace a cleric at it, then its pretty good.If, on the other hand, Inspirational Healing had a greater or lesser effect, depending on the current relationship between the two characters, then I could see your argument. I'd still be leery of it because of the fluff that, to me, implies loss of agency of the recipient. But maybe the mechanic would be fun enough that I'd overlook it.
Fair enough. I'd call that a more secondary issue. I've seen warlords of this type that worked well, but this is going to be dependent on the PCs, it could be completely unworkable too. Now, 4e's warlord is the sort that you are describing, by default. OTOH people did find it VERY flexible in actuality, such that there are things like 'the princess build' which is a 'warlord' that never attacks, and can reflavor all of its powers as cries for help, hiding behind allies, etc. It can also represent a variety of things, even a psychic mentally influencing his troops. Then its a question of how much reflavoring are you willing to do, and can your group put it all together so that the character works for the player and for the rest of the party. This is actually a pretty interesting issue that isn't touched on a lot for 4e players. A 4e party is VERY much a team, so you almost need to work out how to explain that teamwork narratively.Also, bear in mind that my objections to all these micro-agency-loss instances are all based on the total picture. If the "Warlord" had a less obnoxious name, and none of the abilities that suggest giving orders and telling other people how to do their job, and fewer people compared the class to an "Officer", then I could probably overlook Inspirational Healing with no more than a twinge of dislike. Sort of like how I feel now about Paladins with halberds. But given that just about every aspect of the Warlord (that I see in homebrews) reinforces this image of "the rest of the party admires my leadership so much that when I jump they ask 'how high?'", this version of Inspirational Healing is one of many straws too many.
Yes!Did that make any sense at all?

Well, I grant that it appears, due to some quirks in 5e, that bards are pretty seriously good healers, though druids and paladins IME still don't get you enough that you don't miss the cleric. I don't know about the rogue. My experience is that nothing really replaces that instant real-time blast of hit point restoration that the cleric can manage.I think you're exaggerating the importance of a healbot cleric. I've played in games where our only healing is a Bard or a Ranger and we've gotten by just fine. And if you need more, Druids and Paladins also make good healers. Heck, a Rogue with Healer feat (depending on DM interpretation) can be amazing.
I'm not even hung up on calling it 'non-magical'. I think this is another 4e-ism, where there really is no magic/non-magic divide (you really cannot implement an 'anti-magic zone' in 4e, the rules simply don't have a category called 'magic'). I think we generally thought of low level warlord stuff as a bit fantastical, but 'mundane' within the action-heroic genre. Paragon and Epic warlord stuff, pretty much merges into the supernatural IMHO.Do you need some healing? Probably. Unless your DM is willing to tone things down a little bit. But this ain't 2e, there are other options.
Anyway, I can completely sympathize with the belief that there should be more options for filling critical roles, so new classes that have healing ability are fine (as long as the classes are otherwise justified conceptually and with interesting new mechanics.) That part that I honestly do not get is why some people insist on non-magical healing. The only two reasons that I can comprehend are:
1) To play in campaigns where magical classes are not allowed (and maybe 'magical' subclasses, like Shadow Monks?)
2) To prove on the Internet that HP are not meat. (Although I would think that Second Wind proves this just fine.)
Otherwise, if other people in the party are casting spells right and left, and you're carrying magic weapons and drinking magic potions, why is it so important for this one thing to be non-magical?
(I'm asking it somewhat rhetorically because I've tried to understand it numerous times and it just doesn't add up for me. So if you have an illuminating explanation I'd love to hear it, but if you want to punt because you don't think I'll get it then I won't think less of you.)
I just thought the idea of a guy yelling at the fighter "You worm! You can't die on me like this now! How DARE you, pick up that sword soldier, and FIGHT!" and it REALLY WORKS is damned cool. Truthfully when I started playing 4e I sort of thought that the warlord was odd and not a particularly engaging archetype, but when you actually experience it, they're a seriously cool addition to the game, and even if you call it magic, its not just 'another bard' or whatever (though maybe reflavoring enough can get you most anything, I dunno).