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General Tabletop Discussion
*Dungeons & Dragons
I don't actually get the opposition for the warlord... or rather the opposition to the concept.
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<blockquote data-quote="Jester David" data-source="post: 6736000" data-attributes="member: 37579"><p>That gets tricky. It still doesn't work well with people who want meatier hp. And since the thp become hp tracking the separately just becomes bookkeeping. It just seems like it'd be too complicated and problematic. </p><p></p><p>***</p><p></p><p></p><p>Yup. Don't see a problem there. Lots of classes and options violate default rules. That's pretty much all class features do, really.</p><p></p><p></p><p>Other than the fact temporary hit points don't stack and cannot be healed but allow you to exceed your maximum. </p><p>The latter effect is key. Temporary hp are useful when facing a high damage opponent that might knock you down even when at max. And they're also preventative. So you have the effect of the warlord shouting and inspiring before combat - the standard rallying cry seen in fiction before a battle. Temporary hit points are a great representation for the warlord psyching people up and allowing them to fight longer than they would otherwise. </p><p></p><p>So the cleric sits around after combat healing injuries, while the warlord shouts at allies at the start of combat or gets them up again after a big hit. </p><p></p><p>Oh, and it also means if you have a cleric and a warlord in the party their abilities complement each other instead of competing. There's a reason to have both and not just one or the other. </p><p></p><p></p><p>This:</p><p>a) presumes people are either warlord fans or hate martial healing. That's a no true Scotsman logical fallacy. </p><p>b) presumes temporary hit points are inferior. They're not. </p><p>c) presumes the intent is to make martial healing inferior to magic. It's not.</p><p></p><p>Regaining hit points and temporary hit points each have their strengths and weaknesses. They're situationally stronger and weaker. But there are situations when it's better to have temporary hit points. </p><p></p><p>And it's not about making martial healing inferior. It's about making it different, making it more than magical healing with "magic" crossed out and "martial" written in its place. So in a game where magic is rare then martial healing is good, in a game that uses second wind rules modules then martial healing still functions, and in a game where healing is slow and hp are meat the warlord is still is a viable class to play.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6736000, member: 37579"] That gets tricky. It still doesn't work well with people who want meatier hp. And since the thp become hp tracking the separately just becomes bookkeeping. It just seems like it'd be too complicated and problematic. *** Yup. Don't see a problem there. Lots of classes and options violate default rules. That's pretty much all class features do, really. Other than the fact temporary hit points don't stack and cannot be healed but allow you to exceed your maximum. The latter effect is key. Temporary hp are useful when facing a high damage opponent that might knock you down even when at max. And they're also preventative. So you have the effect of the warlord shouting and inspiring before combat - the standard rallying cry seen in fiction before a battle. Temporary hit points are a great representation for the warlord psyching people up and allowing them to fight longer than they would otherwise. So the cleric sits around after combat healing injuries, while the warlord shouts at allies at the start of combat or gets them up again after a big hit. Oh, and it also means if you have a cleric and a warlord in the party their abilities complement each other instead of competing. There's a reason to have both and not just one or the other. This: a) presumes people are either warlord fans or hate martial healing. That's a no true Scotsman logical fallacy. b) presumes temporary hit points are inferior. They're not. c) presumes the intent is to make martial healing inferior to magic. It's not. Regaining hit points and temporary hit points each have their strengths and weaknesses. They're situationally stronger and weaker. But there are situations when it's better to have temporary hit points. And it's not about making martial healing inferior. It's about making it different, making it more than magical healing with "magic" crossed out and "martial" written in its place. So in a game where magic is rare then martial healing is good, in a game that uses second wind rules modules then martial healing still functions, and in a game where healing is slow and hp are meat the warlord is still is a viable class to play. [/QUOTE]
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Community
General Tabletop Discussion
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I don't actually get the opposition for the warlord... or rather the opposition to the concept.
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