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General Tabletop Discussion
*Dungeons & Dragons
How Important is it that Warlords be Healers?
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<blockquote data-quote="Pour" data-source="post: 6103021" data-attributes="member: 59411"><p>I voted for Warlords with healing, and that I'd be upset if they didn't have it. Droth has the right of that line of thinking.</p><p></p><p>As for solutions, the quickest and easiest solution is to just let Warlords heal HP, and people who dislike it don't use the class. Heh... yeah...</p><p></p><p>The second idea would be to allow Warlords to provide temporary hit points as suggested, but then right there you've reduced their effectiveness to the point it will always be better to have a cleric that heals REAL hp and can bring people back up from unconsciousness- unless the Warlord's other abilities provide a desirable and very different kind of support than Clerics (yes, even compared to war-priests and clerics of the war god), which in turn justifies the existence of the Warlord class in my mind right there, at least in a game which allows for such specific classes as Ranger and Barbarian. Maybe the Warlord can use temporary HP in combat, but the cleric must have time and calm to heal wounds out of combat, thereby providing different support- both with advantages/disadvantages.</p><p></p><p>A third option would be to consider dividing HP into physical wounds and morale/fatigue. I suggested a few months ago the idea that if HP were split down the middle, the first half would be the morale and predominantly the realm of the Warlord, while the second half would be physical and the purview of the Cleric. The dividing line would be what 4e called the 'bloodied' value but which could easily be renamed something more appropriate.</p><p></p><p>Or maybe we axe artificial healing. Would anyone miss it if it was designed out? Then, to encourage a bolder, riskier style of play and to eliminate the 5-minute work day (as it relates to health) maybe the game gives characters something juicy for pushing on with low health/resources. Combat length and pacing have always been concerns, what if we tied health/resources to risk/pacing and maybe even damage, defenses, or experience/level progression? I'm not entirely sure what that would look like, but it would be pretty cool to play around with it.</p></blockquote><p></p>
[QUOTE="Pour, post: 6103021, member: 59411"] I voted for Warlords with healing, and that I'd be upset if they didn't have it. Droth has the right of that line of thinking. As for solutions, the quickest and easiest solution is to just let Warlords heal HP, and people who dislike it don't use the class. Heh... yeah... The second idea would be to allow Warlords to provide temporary hit points as suggested, but then right there you've reduced their effectiveness to the point it will always be better to have a cleric that heals REAL hp and can bring people back up from unconsciousness- unless the Warlord's other abilities provide a desirable and very different kind of support than Clerics (yes, even compared to war-priests and clerics of the war god), which in turn justifies the existence of the Warlord class in my mind right there, at least in a game which allows for such specific classes as Ranger and Barbarian. Maybe the Warlord can use temporary HP in combat, but the cleric must have time and calm to heal wounds out of combat, thereby providing different support- both with advantages/disadvantages. A third option would be to consider dividing HP into physical wounds and morale/fatigue. I suggested a few months ago the idea that if HP were split down the middle, the first half would be the morale and predominantly the realm of the Warlord, while the second half would be physical and the purview of the Cleric. The dividing line would be what 4e called the 'bloodied' value but which could easily be renamed something more appropriate. Or maybe we axe artificial healing. Would anyone miss it if it was designed out? Then, to encourage a bolder, riskier style of play and to eliminate the 5-minute work day (as it relates to health) maybe the game gives characters something juicy for pushing on with low health/resources. Combat length and pacing have always been concerns, what if we tied health/resources to risk/pacing and maybe even damage, defenses, or experience/level progression? I'm not entirely sure what that would look like, but it would be pretty cool to play around with it. [/QUOTE]
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How Important is it that Warlords be Healers?
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