Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Dungeons and Dragons at Origins
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DDNFan" data-source="post: 6315829" data-attributes="member: 6776483"><p>If fighters can "heal" in the final product, in any way similar to the ability of a cleric, even in the same ballpark, that will be a dealbreaker for me. Different classes should have their niche. There is no fighter in history or in fantasy who, while having no magical powers, is as good as a modern surgeon, in the midst of the battlefield. This requires magic to be plausible. That sounds funny at first, but it isn't, because without magic healing wounds instantly is impossible, and when a character drops to 0 HP they have received a wound or injury serious enough to knock them unconscious and probably bleeding profusely on the ground, a life-threatening injury. Read the rules, that's how HP are defined, and that's how the game is played, and that's how the game is narrated.</p><p></p><p>Since it appears that for you, it's a dealbreaker for the game rules to ensure a consistent narrative between various definitions and the result of dice rolls, I have to simply say, I hope your wishes remain unanswered, and if it's a question of your happiness or mine which are at polar odds with each other, I will chose mine. </p><p></p><p>There is no middle ground here, no compromise. Either non-magical subclasses of fighter are non-magical and therefore do not have access to Cure Wounds or something exactly like it with a different name, or they do, and the game narrative makes no sense, and there is no actual difference between might and magic in D&D. I want there to be a difference, because there in fact is, even in fiction. Certain events and occurrences are logically or physically impossible (stuff that requires retconning events, for instance, like altering the way you narrated a sword chop depending on whether it was a warlord who healed you or a cleric), without magic or the hand of god intervening. </p><p></p><p>We'll see shortly, I think warlords do not exist in 5e, and can't actually heal others or even themselves. Second Wind was altered to Temp HP, which is really the only inspirational or adrenalin-type HP you need in the game, since it evaporates quickly and doesn't actually heal any prior wounds when you receive them. It only acts as a buffer to prevent incoming damage, which is consistent with the narrative and doesn't require any retconning whatsoever.</p><p></p><p>I count five classes so far with access to Cure Wounds. That's about half. Isn't that enough? Cure Wounds cures, wounds. That's the source of easy healing in D&D. 5 classes having it is quite easy access. Not all classes should have access to all other classes' powers and magical abilities. That is terri-bad game design in my book.</p></blockquote><p></p>
[QUOTE="DDNFan, post: 6315829, member: 6776483"] If fighters can "heal" in the final product, in any way similar to the ability of a cleric, even in the same ballpark, that will be a dealbreaker for me. Different classes should have their niche. There is no fighter in history or in fantasy who, while having no magical powers, is as good as a modern surgeon, in the midst of the battlefield. This requires magic to be plausible. That sounds funny at first, but it isn't, because without magic healing wounds instantly is impossible, and when a character drops to 0 HP they have received a wound or injury serious enough to knock them unconscious and probably bleeding profusely on the ground, a life-threatening injury. Read the rules, that's how HP are defined, and that's how the game is played, and that's how the game is narrated. Since it appears that for you, it's a dealbreaker for the game rules to ensure a consistent narrative between various definitions and the result of dice rolls, I have to simply say, I hope your wishes remain unanswered, and if it's a question of your happiness or mine which are at polar odds with each other, I will chose mine. There is no middle ground here, no compromise. Either non-magical subclasses of fighter are non-magical and therefore do not have access to Cure Wounds or something exactly like it with a different name, or they do, and the game narrative makes no sense, and there is no actual difference between might and magic in D&D. I want there to be a difference, because there in fact is, even in fiction. Certain events and occurrences are logically or physically impossible (stuff that requires retconning events, for instance, like altering the way you narrated a sword chop depending on whether it was a warlord who healed you or a cleric), without magic or the hand of god intervening. We'll see shortly, I think warlords do not exist in 5e, and can't actually heal others or even themselves. Second Wind was altered to Temp HP, which is really the only inspirational or adrenalin-type HP you need in the game, since it evaporates quickly and doesn't actually heal any prior wounds when you receive them. It only acts as a buffer to prevent incoming damage, which is consistent with the narrative and doesn't require any retconning whatsoever. I count five classes so far with access to Cure Wounds. That's about half. Isn't that enough? Cure Wounds cures, wounds. That's the source of easy healing in D&D. 5 classes having it is quite easy access. Not all classes should have access to all other classes' powers and magical abilities. That is terri-bad game design in my book. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Dungeons and Dragons at Origins
Top