Inspiring Word House Rule

andarilhor

First Post
I don´t know if I am the only one, but I don´t like the system for Warlord´s "Inspiring Word" being the same as the Cleric´s "Healing Word. Cut off the mood for me.

So I came to the following house rule:

Inspiring Word Warlord Feature
You call out a wounded ally and offer inspiring words of courage and determination that helps that ally heal.
Encounter (SPecial) * Martial, Healing
Special: You can use this power twice per encounter, but only once per round.
Minor Action Close burst 5
Target: You or one ally in burst
Effect: The target can spend a healing surge and gain a +1 to all attack rolls in his next turn.


I think this way focus more in the martial and tactical aspects of warlord.

What do you think?
 

log in or register to remove this ad

andarilhor said:
I don´t know if I am the only one, but I don´t like the system for Warlord´s "Inspiring Word" being the same as the Cleric´s "Healing Word. Cut off the mood for me. What do you think?

Actually I would prefer to have it grant temporary hit points rather than healing... so you might do something like this:

Inspiring Word Warlord Feature
You call out a wounded ally and offer inspiring words of courage and determination that helps that ally heal.
Encounter (Special) ✦ Divine, Healing
Special: You can use this power twice per encounter, but only once per round.
Minor Action Close burst 5
Target: You or one ally
Effect: The target can spend a healing surge and gain an additional 1d10 temporary hit points.*

This mimics the cleric's healing word, but has more of an inspiring feel to me. I kept the die the same as healing word b/c these temporary hit points will disappear at the end of an encounter whereas the cleric's healing word remains.

* I'm uncertain whether or not Cha mod should be added automatically or via a feat... the D&DXP character implies yes, but the KotS character imples the stat bonus for Healing Word is a class feature. Since we seem to know all the warlord's class features and none of them imply a bonus then I'm inclined to say no bonus to temp hit points, except through a feat.

Side Note: I'm surprised WotC did not go this route as I dislike that both of the class features work exactly the same, but with different titles.
 
Last edited:

Neither the cleric's nor warlords add anything to the d6 unless they take the appropriate choice that adds a stat to it (Wis for the cleric and Cha for the warlord). Far as I'd been told, anyhow. :)

It doesn't bother me that they're the same, but I'd not mind if they were different either.
 

keterys said:
Neither the cleric's nor warlords add anything to the d6 unless they take the appropriate choice that adds a stat to it (Wis for the cleric and Cha for the warlord). Far as I'd been told, anyhow. :)

I was just going off of the PrRC... it has + Wis, but if its from a class feature, then you'd definately be correct... I'll modify my post to reflect my newfound uncertainty on the subject ;)
 
Last edited:

jaldaen said:
Actually I would prefer to have it grant temporary hit points rather than healing... so you might do something like this:

This mimics the cleric's healing word, but has more of an inspiring feel to me. I kept the die the same as healing word b/c these temporary hit points will disappear at the end of an encounter whereas the cleric's healing word remains.

Side Note: I'm surprised WotC did not go this route as I dislike that both of the class features work exactly the same, but with different titles.

I agree with you in the temporary hit points matter, so thinked in this:


Inspiring Word Warlord Feature
You call out a wounded ally and offer inspiring words of courage and determination that helps that ally heal.
Encounter (Special) ✦ Divine, Healing
Minor Action Close
burst 5
Target: You or one ally
Effect: The target receive a number of temporary hit points equal your healing surge.

This way the Warlord Utility Power "Aid the Injured" become more... useful.
 

andarilhor said:
Effect: The target receive a number of temporary hit points equal your healing surge. This way the Warlord Utility Power "Aid the Injured" become more... useful.

That's a lot of temporary hit points, but it is an interesting idea. I'll have to think about it.

Side Note: Though reading yours did help me modify mine because I realized I did not put "an additional 1d6 temporary hit points."

I meant to have the power grant the benefits of a healing surge and then add on the temporary hit points as an added boost that can go above and beyond their normal hit points.
 

jaldaen said:
I meant to have the power grant the benefits of a healing surge and then add on the temporary hit points as an added boost that can go above and beyond their normal hit points.
One possibility is to allow the power to work only if the target is bloodied.
 

FireLance said:
One possibility is to allow the power to work only if the target is bloodied.

Actually I would do the opposite (seeing as we are dealing with temporary hit points as opposed to normal hit points), but if I did I'd come up with some rider effect... or increase the amount of temporary hit points gained. So it would be a very proactive healing power for those who've suffered a hit, but are not yet bloodied. Either way you'd need an extra effect if you limit it to unbloodied or bloodied targets.

Anyway... I've actually had time to think about the difference between hps and thps and I'm leaning towards hps being worth more than thps... even if the latter can send you over your maximum hp). As such I think the Inspiring Word should grant a larger die of temporary hit points, than the Cleric's Healing Word... I could see increasing the extra temp hit points die to a d8 or d10, instead of a d6.
 

The only problem I have with the temporary HP thing is that temp HP doesnt stack.

Being very used to the old school ideas regarding HP, I was actually having a minor issue with the whole Warlords having an impact on HP like clerics question myself till a conversation between two of my friends explained it brilliantly to me.

"Nick," he said. "Think of hit points like a combination of factors all rolled into one. Its like when you were back in that bitch of a sand filled hell hole. Bullets flying, andrenaline pumping. We were all banged up, tired, hungry, thirsty. Just a few minutes ago we knifed out two small pieces of burning shrapnel from your arm (he had nice scars btw) and you were the sadest looking pathetic sack of meat I had ever seen." At this point in the story I was all ears. "Nick that medic didnt do two :):):):):)s worth of good. But I remember your face when the Sergeant asked you if you were gonna be a pu$$ie and sit there and bleed, or were we gonna go kill that muther fracker who threw the grenade?"

That Sergeant is my vision of a Warlord. "Get the frack off the ground you useless excuse for a goblin whore and hit something!!!"

So now I dont think of players truly "bleeding to death" until the 0 Hit Points marker. Thats when the blood starts gushing out and people start actually dying.
 

jaldaen said:
I was just going off of the PrRC... it has + Wis, but if its from a class feature, then you'd definately be correct... I'll modify my post to reflect my newfound uncertainty on the subject ;)

This will be corrected in the next release (v2.7) - The D&DXP's cleric Erais had the "Healing Lore" class feature (?build choice?) hidden, so Healing Words was +Wis. With the KotS cleric, it becomes clear where that +Wis was from.

Cheers,
Verys.
 

Remove ads

Top