D&D 5E (2014) For the Record: Mearls on Warlords (ca. 2013)


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Can someone explain the problem about THP stacking? Can't you just wait until the current THP get used up before getting more? And if they're not getting used up it means you don't need more? Is it because you'll want to use them before the fight even starts?

Sure, they don't end up functioning exactly like real HP in that case because you end up with with a deficit in real HP after the fight, and there are some other funky edge cases, but isn't it ok to have a mechanic that forces players to switch up their strats and think differently?

I'd think, given that the goal is to have "non-magical" healing with a base in realism, it's ok to end a vicious fight with some cuts and scrapes and bruises, and not with all wounds miraculously (i.e. magically) healed.

In fact, just to avoid having the THP be a standard pre-fight buff (as one of the goals of 5e has been to minimize that) but without creating a new class of THP, I support Bawylie's notion that its effectiveness depends on having wounds in the first place. Perhaps instead of doubling if you're at half health, it doubles until you're at full HP (temp or otherwise) and then reverts.

So let's say you have 20 HP max and you're at 15. The Warden* heals you for 6. The first 3 get doubled, putting you at 21, and then you get 3 more for 24 total.

Assuming that it's a limited-use ability, the incentive would be to wait until your allies really need it before spending it.

I think that sounds cool. Very different considerations from any existing mechanic.

*Sorry, I just can't bring myself to type that other W-class name, and I'm getting tired of typing "(insert class name)" so I'm just going to use Warden.
 
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Can someone explain the problem about THP stacking?
The more things that grant THP, the less valuable each individual thing becomes.

Can't you just wait until the current THP get used up before getting more?
Possibly, but battles in 5e are quick. There's not a lot of time between "have THP" "don't have THP" "unconscious" and "battle over, so get your out-of-combat THP".

i.e.
Pre-battle you use inspiring leader to give Fred 10 THP.
Fred get's hit, loses his THP.
You give fred 5 THP.
Battle is over, fred still has 5 THP.
You then use inspiring leader, giving fred 10 THP. Your mid-battle 5 THP was wasted.

Doesn't mean it can't be done. But it's not easy.

Sure, they don't end up functioning exactly like real HP in that case because you end up with with a deficit in real HP after the fight, and there are some other funky edge cases, but isn't it ok to have a mechanic that forces players to switch up their strats and think differently?
I'm very much pro-different mechanics.

That's a main reason why i'm pro-warlord. A support with different mechanics.

I'd think, given that the goal is to have "non-magical" healing with a base in realism, it's ok to end a vicious fight with some cuts and scrapes and bruises, and not with all wounds miraculously (i.e. magically) healed.
I've no issue with that. But flat-mid battle THP is not as straight forward as it might seem.

Which is why i'm more of a fan of DR. Take 5 less damage from an attack is more straight froward then give 5THP and hoping it applies to something and won't be overwritten later.

Out of combat, there's less time pressure and more control, but again, "inspirational leader" was already ripped away from the warlord and made into a feat.
 


Why doesn't the same complaint apply to actual healing?
Because they stack.

Cleric: I heal bob for 5 HP.
Bard: i heal bob for 5 HP.
Druid: i heal bob for 5 HP.
Bob: Woo feel much better.


Cheerleader: i give bob 5 THP.
Caddy: i give bob 5.. iron.
Butler: i give bob 5.. hour energy.
Bob: umm...
 

Which is why i'm more of a fan of DR. Take 5 less damage from an attack is more straight froward then give 5THP and hoping it applies to something and won't be overwritten later.

I'd vote for both! I love mitigation.

But as far as "wasted" healing goes, if the limitations of THP mean that it's harder to use well, it could be balanced by increasing output. I.e., Wardens are able to channel more THP than clerics can HP, but their effective healing ends up being about the same. E.g., my idea in the previous post.
 

Because they stack.

Cleric: I heal bob for 5 HP.
Bard: i heal bob for 5 HP.
Druid: i heal bob for 5 HP.
Bob: Woo feel much better.


Cheerleader: i give bob 5 THP.
Caddy: i give bob 5.. iron.
Butler: i give bob 5.. hour energy.
Bob: umm...
Sounds like a feature not a bug. Again, keeps actual individual healing things more valuable (to use your terms).
 

I'd vote for both! I love mitigation.

But as far as "wasted" healing goes, if the limitations of THP mean that it's harder to use well, it could be balanced by increasing output. I.e., Wardens are able to channel more THP than clerics can HP, but their effective healing ends up being about the same. E.g., my idea in the previous post.
Hmm... Actually, making it both could help the use-case.

"As a reaction, you reduce damage by (int?). After the damage is dealt, the target gains (cha?) THP".


That way, you always get some benefit (DR), and sometimes get more benefit (THP).
You get 1/2 healing on a "miss".

A nice middle ground IMO.
 

Hmm... Actually, making it both could help the use-case.

"As a reaction, you reduce damage by (int?). After the damage is dealt, the target gains (cha?) THP".


That way, you always get some benefit (DR), and sometimes get more benefit (THP).
You get 1/2 healing on a "miss".

A nice middle ground IMO.

Neat idea. What do you call it? What's it's fictional place in the universe? (Amount should be proficiency bonus plus cha mod? Or flat rate?)
 

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