How does striking an opponent heal your allies?

I mean, I've seen this mechanic a lot lately. They say it started with the Crusader but I haven't read the whole ToB. I know that you probably need to balance things with this "roles" stuff, so a Cleric doesn't lose actions to heal his buddies, but... How does a hit to my enemy heal my friends? Probably a force comes from within me and stuff, but... Maybe as a necromantic effect you could heal yourself by hitting a foe, but an ally? I don't know.... It doesn't make much sense.

(I'm really exited about 4E, don't get me wrong. I haven't complained much before. But This bothers me)
 

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I can think of a few possibilities:

1) Magical: you are able to sense and manipulate vital forces. When you strike in combat, you are not only paying attention to the common, physical vulnerable points, but also points on the body where the life force is most available. Sometimes when you successfully strike an opponent, you can harvest some of its vital essense and use it to power healing. You are well attuned to your allies in combat and can direct some of this healing power to them.

2) Inspirational: Much like gladiators, your attacks focus not only on pragmatic strikes, but also on impressive and inspiring blows. When you successfully strike, you can rally your comrades and call on them to press on (game result: increase in hit points)

3) Warrior's Pact: You have made a pact with a power that approves of combat. When you successfully strike at foes, you and your allies are rewarded with the strength to carry the battle ever further.
 

Probably the same way a warlord's encouragement and direction heal you. You're inspired and bolstered by the strike. You feel renewed and ready to keep fighting, even against long odds. This takes the form of restoring hit points.

Haven
 

FourthBear said:
I can think of a few possibilities:

1) Magical: you are able to sense and manipulate vital forces. When you strike in combat, you are not only paying attention to the common, physical vulnerable points, but also points on the body where the life force is most available. Sometimes when you successfully strike an opponent, you can harvest some of its vital essense and use it to power healing. You are well attuned to your allies in combat and can direct some of this healing power to them.

2) Inspirational: Much like gladiators, your attacks focus not only on pragmatic strikes, but also on impressive and inspiring blows. When you successfully strike, you can rally your comrades and call on them to press on (game result: increase in hit points)

3) Warrior's Pact: You have made a pact with a power that approves of combat. When you successfully strike at foes, you and your allies are rewarded with the strength to carry the battle ever further.

I love option 2 and 3. Very nice!
 

The old Basic D&D Weapon Mastery rules had a component where a weapon master could do a demoralizing attack, causing all opponents watching his prowess at causing damage to make a Morale check, I think even at a penalty. So if your impressive fighting skills can make opponents give up earlier, why shouldn't it be able to make your allies fight longer too. :) Sounds better than "With a critical hit, you send a wave of healing energy through your allies", at least.
 

How does striking an opponent heal your allies?

How does chanting some hocus-pocus and touching them heal your allies?

It's magic.
 

Maybe through channeling of positive energy. You create a burst of energy that harms undead around you and at the same time heals living beings around you (yeah, foes and allies)...
Probably the opposite for evil/negative-energy-channeling Clerics.

But yeah, that thing about striking an opponent and at the same time healing someone doesn't feel right. Except if you're some sort of necromancer or vampire.
But mostly IMHO it is unbalanced and unrealistic (in fantasy terms, of course).
 

Naw, I think they're finally going to pretty much own up to the fact that HP's are entirely abstract and have very, very little to do with the actual health of your PC. So, seeing Mr Battleaxe totally splat the baddie makes you feel just a bit better about yourself. :)

No magic needed.
 

FourthBear said:
2) Inspirational: Much like gladiators, your attacks focus not only on pragmatic strikes, but also on impressive and inspiring blows. When you successfully strike, you can rally your comrades and call on them to press on (game result: increase in hit points)

3) Warrior's Pact: You have made a pact with a power that approves of combat. When you successfully strike at foes, you and your allies are rewarded with the strength to carry the battle ever further.
IMHO game effect of inspiring blows and such would probably be better represented by morale bonuses to attack and maybe AC. But not hit points...

Then again, there's the old question "what do hit points stand for?"
 

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