Lord Ernie
First Post
The problem with having leaders who are incapable of restoring HP is that they are at an inherent disadvantage towards those who can do so: reviving downed party members. The ability to use healing word or another healing power on a party member below 0 HP has allowed my cleric to save the day more than once - in fact, I remember reviving 3 out of 6 party members with one well-timed Healer's Mercy.
This means that if you make such a class, they need another way to keep their party members on their feet, or minimal healing capabilities usable on downed party-members, for example:
Get back on your feet!
Commander Class Feature
Minor Action
Close Burst 5
Target: One dying ally in burst
Effect: The target regains 1 HP, and gains temporary HP equal to their bloodied value.
Note that distributing temporary HP instead of healing has yet another drawback: they don't stack. Where someone able to heal HP would be able to heal the revived ally further, the Commander would have to wait till the ally runs out of THP (a very risky thing to do if his ally were low on actual HP), or risk wasting the surplus of THP. Stacking the THP, on the other hand, opens up a whole different can of worms - remember the old Battlerager?
In short, while a non-healing leader is an interesting ideas, I feel it has a lot of design pitfalls for what is, IMO, relatively little gain.
This means that if you make such a class, they need another way to keep their party members on their feet, or minimal healing capabilities usable on downed party-members, for example:
Get back on your feet!
Commander Class Feature
Minor Action
Close Burst 5
Target: One dying ally in burst
Effect: The target regains 1 HP, and gains temporary HP equal to their bloodied value.
Note that distributing temporary HP instead of healing has yet another drawback: they don't stack. Where someone able to heal HP would be able to heal the revived ally further, the Commander would have to wait till the ally runs out of THP (a very risky thing to do if his ally were low on actual HP), or risk wasting the surplus of THP. Stacking the THP, on the other hand, opens up a whole different can of worms - remember the old Battlerager?
In short, while a non-healing leader is an interesting ideas, I feel it has a lot of design pitfalls for what is, IMO, relatively little gain.