D&D 5E The Fighter/Martial Problem (In Depth Ponderings)


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It all comes back to the original D&D game. Hit points were explained as "damage you could take", and so healing potions did, in fact, heal you.

When Gary Gygax decided to expand on the definition (by making it far more ambiguous, lol), the 1e PHB was already written- changing "cure light wounds" to "restore lesser vitality" would be problematic at that point, as would suddenly saying "no no, healing potions aren't healing potions". And it's remained this way ever since, because D&D is nothing without it's sacred cows!
 

Sounds like they need booze, not a healing potion!
From the AD&D DMG, p 82 (read closely, paying particular attention to what's inside the parentheses):

When any creature is brought to 0 hit points (optionally as low as -3 hit points if from the same blow which brought the total to 0), it is unconscious. In each of the next succeeding rounds 1 additional (negative) point will be lost until -10 is reached and the creature dies. Such loss and death are caused from bleeding, shock, convulsions, non-respiration, and similar causes. It ceases immediately on any round a friendly creature administers aid to the unconscious one. Aid consists of binding wounds, starting respiration, administering a draught (spirits, healing potion, etc.), or otherwise doing whatever is necessary to restore life.​

Back when 4e D&D was a thing, I took part in discussions about the DC for a Diplomacy check to permit an ally to spend a Healing surge.
 


Honestly healing potions and magic could be arguably be presented as energy and adrenaline shots as much as they are presented as the classic restoratives knitting wounds closed again.
Well I always think of them as something that invigorates and gives back energy and breath…in addition to healing physical wounds. Certainly I think of healing in a circle and at a distance to be positive energy that does all of the above.
 


Doesn't the inspiration for healing potions include Miruvor and Orc-draughts? Both of which are about restoring energy and resolve.
True. It's that darn name, right?

I'd actually be fine with attacks being very fuzzy in their results until you hit zero, provided that hitting zero really mattered, and full restoration overnight without supernatural aid wasn't a thing.
 

From the AD&D DMG, p 82 (read closely, paying particular attention to what's inside the parentheses):

When any creature is brought to 0 hit points (optionally as low as -3 hit points if from the same blow which brought the total to 0), it is unconscious. In each of the next succeeding rounds 1 additional (negative) point will be lost until -10 is reached and the creature dies. Such loss and death are caused from bleeding, shock, convulsions, non-respiration, and similar causes. It ceases immediately on any round a friendly creature administers aid to the unconscious one. Aid consists of binding wounds, starting respiration, administering a draught (spirits, healing potion, etc.), or otherwise doing whatever is necessary to restore life.​

Back when 4e D&D was a thing, I took part in discussions about the DC for a Diplomacy check to permit an ally to spend a Healing surge.
Intimidate. You jump on them and scream "don't die on me, soldier!".
 

The problem was WOTC's solution for everything since 2000 was to add spells. And the biggest third parties think the same.


Not enough for martials me, sorry.
Part of that is because there is no unified martial mechanic.

Designing a spell expands options for numerous classes. All you can design for all martials is a feat. Everything else has to be a new subclass - or a level 1 fighting style…
 

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