Inspiring Word House Rule

I think it might be a balanced house rule, but I prefer to have warlords that are very effective at healing, so that the players don't feel they are missing out at all if no one selects to play a cleric. That is what I think is the greatest thing about the warlord class. Finally, clerics are not needed any more.
 

log in or register to remove this ad


All cleric have healing lore: add Wis to all effects with the healing keyword.

The powers themselves are (otherwise) exact same. They also both grant an extra d6 healing / 5 levels (6, 11, 16 et cetera), increase in area by 5 squares per tier, and can be used 3 times per encounter at 16th.
 

Healing/Inspiring word are functionally identical because if they weren't, the person playing the Leader class would get bitched at for having the "wrong" ability.

If Inspiring Word gives an attack bonus/shift, the cleric gets bitched at when his Healing Word just gives HP's instead of a "useful" advantage.

On the other hand, if the target of the ability just needs a big whack of HP's the Warlord gets bitched at for granting a "useless" +1 to attacks instead of more HP.

The only effect I'd even consider is the 1d10 temp HP instead of 1d6 HP. Temp HP are patently worse than real HP if the target is already damaged (which is assured), but getting more of them is better if you know you're going to be damaged soon (which is likely), so it's just about a wash.

It's important to understand that if you make the abilities different they will be unbalanced from each other, especially in corner-cases (at which point someone might die because you're a Warlord instead of a Cleric, and that's bad)
 
Last edited:

Remove ads

Top