CleverNickName
Limit Break Dancing (He/They)
I'm with you on this...the whole thing doesn't make a lot of sense. I suppose you can explain any strange occurance in D&D as being "magic," but that seems weak...especially for a non-magical character class.Sir Sebastian Hardin said: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)
The argument that hit points represent psychological AND physical fortitude is the best I've heard yet, but it still feels weak. An adrenaline rush is a great way to explain how characters gain temporary hit points, but not actual healing...an injured soldier might be inspired to ignore his wounds and press on, but at the end of the battle he is still gravely wounded. No actual healing took place.
I don't mind special abilities being tacked on to melee combat...really, I think they are a great idea. Abilities like "hit your opponent and knock it prone," and "hit your opponent and get a free move action" give a cinematic feel to the game that I really like. But stuff like "hit your opponent and the guy across the street bursts into flame" or "hit your opponent and everyone gets a cookie" ruins my suspension of disbelief.
That's just my opinion, anyway.
As for the ability itself, I wonder how they are balancing it? It seems like such an ability would be easy to abuse. Suppose the party is injured by a collapsing ceiling...could I heal everyone by sparring with another party member for a few minutes?