Psikerlord#
Explorer
There is some truth to that, but, it wasnt always that way (for better or worse -imo, worse, nevertheless 5e is still quite fun).If you want gritty, don't play D&D
There is some truth to that, but, it wasnt always that way (for better or worse -imo, worse, nevertheless 5e is still quite fun).If you want gritty, don't play D&D
"Broken"? No. If it's only taken by a small subset of players in a small subset of builds but it proves to be very useful to them based upon how they play... then that's the mark of a good ability.
It's the abilities that every player that can take it does, and is so useful that it makes the other members of the party obsolete that you might assign the descriptor "broken".
"Broken" is the most incorrectly used word in D&D discussion threads I have found. Followed by "straw man" a close second.
Hit points are (by RAW) luck, resolve, health and endurance and the will to live. They are not (by RAW) 'meat'.
They increase with experience, with warrior types getting more. In other words they also represent combat skill (the ability to parry a blow at the last second, turn aside a fatal hit on your shield, not zag when you should have zigged, duck under a greatsword when it would have felled a normal man etc).
Taking an hour to put your feet up, grab a hot brew and bind your wounds and count your lucky stars your still alive goes a long way to replenishing what HP 'are'.
If you want to instead imagine PCs with wounds closing like starfish during that hour, go right ahead.
By RAW, fluff text is far more rigid than it was in 4E - you can't just change the fluff around how an ability works in 5E, because the mechanics are supposed to reflect the fluff and not the other way around - but damage in particular is called out as varying from table to table. One DM might run it such that every hit is a hit that causes blood loss, and another DM might describe a hit as a close miss that wears down your stamina, and they're both perfectly valid for their own games, but that's a far cry from saying that fluff is inherently mutable.By raw, fluff text is not set in stone...and what you're talking about is fluff testSeriously, 5e isn't a game where "Rules As Written!" is a very important issue, particularly when it comes to descriptive text.
But the difference isn't really very significant, one is 1d6+4+level, the other is chamod+level. Assuming that the person with Inspiring Leader is a Sorc/Bard/Warlock/Paladin that will be maxing out its Cha, you are only looking at an average difference of 2.5 hit points (or even less if you manage to get yourself some Tomes of Influence or something).
Sure it is possible that those 2.5 hit points could make the difference, but I think it is more likely that Inspiring Leader's proactive approach will make the difference by giving you the hit points prior to the fight that you need them in, rather than after the fight when you are already dead.
By RAW, fluff text is far more rigid than it was in 4E - you can't just change the fluff around how an ability works in 5E, because the mechanics are supposed to reflect the fluff and not the other way around

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.