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General Tabletop Discussion
*Dungeons & Dragons
How Important is it that Warlords be Healers?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6103208" data-attributes="member: 82106"><p>Well, its a valid question, maybe healing really shouldn't happen in combat at all. I've always thought that magical instant healing in all its forms was a bit cheesy from the start. It both smacks of 'magi-tech' (in the sense of magic as a sort of technology, something that reliably works for you like electricity) and it thematically demeans the role of the hero, replacing heroic attributes with an infinite supply of magical juice that feels almost like an addiction.</p><p></p><p>The question is how do you do this replacement? I don't see viable and at all believable or satisfying mechanics that would do what you want. Wounded people don't perform BETTER than unwounded people, that's for sure. At best maybe a rare person gets a move on and gets desperate enough to pull something off once in a blue moon because of a wound, and that's very short-term, the same person will also probably shock up 5 minutes later as soon as the crisis passes. SO, there's little simulationist logic for such a rule. As for narrative control... Its not really a great mechanic there either. I mean you COULD allow players to "all in" and up the ante by putting all their cards on the table so to speak, but just arranging the ability to do an Alpha Strike already pretty well accomplishes that, and is more flexible. True narrative control in any case requires the ability to add to/influence the SCENE. </p><p></p><p>The best suggestion I've seen yet, ever, on the whole subject is to replace some hit points with some sort of "get out of jail free card". In other words have some sort of hero points that you spend to avoid damage, where the player gets to explain how that happens (and there could be class features or whatever involved, maybe you use skill check, so the player is encouraged to make it a narratively plausible story). That's the only incarnation of this sort of idea that really makes sense to me.</p><p></p><p>NOW, if you once had these hero points, then warlords replenishing them makes rather decent sense. They could really in effect be a sort of HS. You can of course also have clerics that heal hit points, but if every PC has basically only a fairly small number of physical hit points then by itself that sort of healing is of limited benefit.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6103208, member: 82106"] Well, its a valid question, maybe healing really shouldn't happen in combat at all. I've always thought that magical instant healing in all its forms was a bit cheesy from the start. It both smacks of 'magi-tech' (in the sense of magic as a sort of technology, something that reliably works for you like electricity) and it thematically demeans the role of the hero, replacing heroic attributes with an infinite supply of magical juice that feels almost like an addiction. The question is how do you do this replacement? I don't see viable and at all believable or satisfying mechanics that would do what you want. Wounded people don't perform BETTER than unwounded people, that's for sure. At best maybe a rare person gets a move on and gets desperate enough to pull something off once in a blue moon because of a wound, and that's very short-term, the same person will also probably shock up 5 minutes later as soon as the crisis passes. SO, there's little simulationist logic for such a rule. As for narrative control... Its not really a great mechanic there either. I mean you COULD allow players to "all in" and up the ante by putting all their cards on the table so to speak, but just arranging the ability to do an Alpha Strike already pretty well accomplishes that, and is more flexible. True narrative control in any case requires the ability to add to/influence the SCENE. The best suggestion I've seen yet, ever, on the whole subject is to replace some hit points with some sort of "get out of jail free card". In other words have some sort of hero points that you spend to avoid damage, where the player gets to explain how that happens (and there could be class features or whatever involved, maybe you use skill check, so the player is encouraged to make it a narratively plausible story). That's the only incarnation of this sort of idea that really makes sense to me. NOW, if you once had these hero points, then warlords replenishing them makes rather decent sense. They could really in effect be a sort of HS. You can of course also have clerics that heal hit points, but if every PC has basically only a fairly small number of physical hit points then by itself that sort of healing is of limited benefit. [/QUOTE]
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How Important is it that Warlords be Healers?
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