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

There was plenty of good stuff that was discarded during the playtest and the transition to the final game. Rogue's skill tricks, characters doing more damage simply by virtue of being a higher level, the improved magic initiate feats that gave a once per day spell of a level higher than first, and so on.

I recall listening to the podcast that transcript is from, and I recall thinking that Mearls put his foot in his mouth with the comment about growing the hand back. HP recovery doesn't regrow lost limbs, regardless of whether the HP recovery is magical or non-magical in nature. There is a spell that does restore lost limbs, but it explicitly states that it does so. Since that text would be extraneous if all magical healing restored lost limbs, I am forced to conclude that the text serves an intended purpose of stating that limbs are not regrown by magical healing unless it is specifically stated that they are in the description of the spell.

The other reason that I think Mearls put his foot in his mouth with that comment is that it could very easily appear to people who were heatedly engaged in the martial healing debate that he was choosing a side.


And yeah, I see all the references to specialties as having becoming the feat system by the sounds of it for the most part.

The specialties did become the feats system. Before that (as early as 06/04/2012), they were actually called themes (you can find a reference to it here).


Inspirational "healing" is the Inspiring Leader feat that offers it preemptively. Which I'm cool with.

I have to say that I don't see Inspirational Leader as inspirational healing. It suffers from the same problem that the original version of the fighter's second wind, the temporary nature of the HPs means it will be used before any combat is seen. I referred to that version of the fighter's second wind as "get hard," because if it granted temporary HPs then fighters would simply use it as part of "getting it up" before a fight.

While I get that Inspirational Leader is the type of thing that you'd prefer, and that's perfectly fine, abilities that grant temporary HPs are, thematically speaking, "get hard" abilities, not healing; and I suspect that observations of play would see most people using them as part of "getting it up" for battle instead of waiting until they had actually lost non-temporary HPs.
 

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Inspirational "healing" is the Inspiring Leader feat that offers it preemptively. Which I'm cool with.

I'm not totally cool with it, and it has some weird effects: for example, for some reason listening to an inspiring speech by Colonel Chamberlain can make your icy armor stop killing bad guys (Armor of Agathys) since temp HP don't stack with each other.

I reason that it's not really inspirational at all, and that there must be some physical effect which the inspiring words are enabling you to do. In my game, that means sucking in a small amount of extra life energy from ambient energy fields; the Inspiring Leader simply puts you in a frame of mind where this kind of thing happens. (Unlike wacky alternative medicine therapies in real life, D&D physics is such a way that relaxation techniques actually work.)

So I'm uncomfortable with it and it's a bit weird, but I've found a way to kind of make it work well enough for now. Kind of like the Lucky feat.
 


I have to say... I never said it was.

But it does provide the same end result. When the fight is over, you have x less damage.

I think for most inspirational healing fans, there's one key distinction: you can't use it on someone who's dropped unconscious to get them back up again.
 

I think for most inspirational healing fans, there's one key distinction: you can't use it on someone who's dropped unconscious to get them back up again.

That suggests a simple house rule for DMs who want it to work: refluff 0 HP to give it the flavor you want. Maybe that means that 0 HP is down and incapacitated but not unconscious until you fail a death save. Voila! Inspired Leadership now works on someone at zero HP and so does the battlemaster's Rally.
 
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I am cool if they got rid of classes and used feats as the main building blocks for classes. It would make more sense then some of the class sub-systems currently in place, or at least would allow the customization to choose what you want in in a class. Or they could have taken the route of maneuvers for martial classes and spells for casters. With either, each class would have flexibility of choice.
 


Thank you, Mike!
I think most gaming groups would rebel at the idea of "Oh, this guy is in charge of us." I think that's why you like being an adventurer. No one is the boss of me here.
 


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