D&D 5E Working on a Warlord Full Class

I can only speak for myself, but the notion of instantly healing major wounds by telling someone to buck up just doesn't pass the sniff test. Now, I don't treat all hit point damage as actual deep cuts or major impact wounds, but I do have a 'colorful critical hit' system that flavors crits that do enough damage vs. your current hit point total as, well, deep cuts, major impacts, etc. That's typically how you lose body parts in my game- which is not common, but is common enough to make the regenerate spell valuable even in editions where it doesn't heal hps.

I get what you're saying, but for me, "does this make sense?" is more important than "does this math work?". That's why my tentative set up for Get Up! doesn't actually heal- it's designed so that you can keep going (and the warlord can also use inspiring word on you on the same turn) even though you're beat to hell. I really don't want a martial healing option that has no explanation. Even the Healer feat requires you to use bandages and sutures and whatnot (in the form of a healer's kit charge)- it's on the edge of what I consider to be believable.

And don't get me wrong; none of this is meant to disparage "real" martial healing for those who like it. It's just not suited to my taste.
I prefer limb loss can only happen if reaching zero hit points. That is the only time that lethal hit can happen. With a wound system, it is "life or limb". When reaching zero, there is a chance of a hit to the limb. There is a simple d8 check and a similar but more accurate d20 check.

d8
1 head
2 chest
3-4 abdomen
5 right arm
6 leg arm
7 right leg
8 left leg

If the injury is to the head, chest, or abdomen, then the character is unconscious, and death saves are normal.

But if the injury is to one of the four limbs, the character remains conscious, and death saves can result in loss of limb.

Fail death save once, limb incapacitated 2d6 days.
Fail death save twice, incapacitated 2d6 weeks.
Fail death save thrice, incapacitated 2d6 months, roll again.
Fail a fourth time, permanent loss.

Only healing spells of level 5 or higher can heal or regenerate a limb.
 

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Garthanos

Arcadian Knight
For the White Raven Tactician, I made it a famous military school. Maybe you attended, maybe you were thought by a formee student, you learned from watching them, or, even, you stole training manuals.

it helps with the ribbon abilities.
I like the stolen training manuals... 4e had White Raven a inherited title of Nobility and 3.x had it a fighting school which centered around a magical sword used in defending the innocent.
 

Marandahir

Crown-Forester (he/him)
Why not just use THP grants if HP breaks the "sniff test"?

THP was literally created to be pushing through the pain and fighting on (aka a morale mechanic).
 


Garthanos

Arcadian Knight
In another thread the Idea arose that a warlord uses superiority dice. That would be plain and simple and compatible with the martial adept feat which finally would not only tie into a subclass but a full class. The battlemaster would me a multiclass light warlord.
So just swap leadership dice with superiority dice an warlord appropriate maneuvers. I think retconning superiority dice to be a base class ability would be a great Idea, since superiority dice were a great Idea to begin with.
Oooh I like that a lot the whole feel of it is slick and a way to integrate with what exists already.
 

Garthanos

Arcadian Knight
Can I ask why this is so important to most of the people making warlords? It kills the appeal of the class for me. For me the biggest draw of the Warlord is so I can do things like "Ok for this campaign there are no gods, so no divine classes allowed" and have the math still work.
And the Bard isnt inspiring people to gain thp ...

To be honest I never understood the need for thp (other than a few gimmick situations some of which are kind of fun) as a general case it seems odd hit points are too abstract and recover fast enough how are they not already kind of temporary. (let hit points gained over your max hp last for some duration and be done till the next long rest?).
 



Not sure what you mean... like when some source of hit points causes them to exceed their normal max?
Yes. By flagging anything that increases hp above max as "temporary" and saying "temp hp don't stack" you avoid a situation where you can indefinitely increase hp.

It also means that if you use an ability that grants temp hp on someone who is wounded, then heal them, hp can be increased above max.
 

Garthanos

Arcadian Knight
Yes. By flagging anything that increases hp above max as "temporary" and saying "temp hp don't stack" you avoid a situation where you can indefinitely increase hp.

It also means that if you use an ability that grants temp hp on someone who is wounded, then heal them, hp can be increased above max.
Instead of saying hit points cannot go in 4e terms higher than a healing surge more than its normal value and they reset at the end of rest?
 

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