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How Important is it that Warlords be Healers?
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<blockquote data-quote="Ahnehnois" data-source="post: 6103110" data-attributes="member: 17106"><p>If anything, it's the exact opposite. Unlike magic, health, damage, and healing are real concepts that everyone is familiar with and has some understanding of. Any break from tradition should logically move the game closer to those concepts. Things like martial healing that break away from reality (and most fiction) are more aversive to non-rpg players (i.e. potential players) than they are to people who are used to the idea of game vs metagame distinctions and come to places like ENW to discuss them.</p><p></p><p>In other words, there are two general forces pushing D&D design. One is traditionalism (making the game "feel like" D&D and honor its history), the other is naturalism (making the game what an rpg should be in general; more flexible, more balanced, more believable). Both have some validity. Vancian magic is strictly a matter of traditionalism. It's a confusing and hard-to-balance system that's hung around because it feels D&D-ish. If one were starting a fantasy rpg from scratch, nothing remotely resembling Vancian would appear in it. Hit points are a traditional D&D-ism that could be changed or rethought to become more naturalistic. Martial healing, among other things, serves neither of those ends; thus it's hard to justify its inclusion.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6103110, member: 17106"] If anything, it's the exact opposite. Unlike magic, health, damage, and healing are real concepts that everyone is familiar with and has some understanding of. Any break from tradition should logically move the game closer to those concepts. Things like martial healing that break away from reality (and most fiction) are more aversive to non-rpg players (i.e. potential players) than they are to people who are used to the idea of game vs metagame distinctions and come to places like ENW to discuss them. In other words, there are two general forces pushing D&D design. One is traditionalism (making the game "feel like" D&D and honor its history), the other is naturalism (making the game what an rpg should be in general; more flexible, more balanced, more believable). Both have some validity. Vancian magic is strictly a matter of traditionalism. It's a confusing and hard-to-balance system that's hung around because it feels D&D-ish. If one were starting a fantasy rpg from scratch, nothing remotely resembling Vancian would appear in it. Hit points are a traditional D&D-ism that could be changed or rethought to become more naturalistic. Martial healing, among other things, serves neither of those ends; thus it's hard to justify its inclusion. [/QUOTE]
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How Important is it that Warlords be Healers?
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