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New D&D Survey: What Do you Want From Older Editions?
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<blockquote data-quote="I'm A Banana" data-source="post: 7675065" data-attributes="member: 2067"><p>I agree in principal, but I don't think that's going to hit what folks who want the warlord to replace the cleric would be looking for. </p><p></p><p></p><p></p><p>It's not redundant - if you're using both, you can still get use out of either.</p><p></p><p>It also works fine with the "gritty realism" rule (the HD cap still keeps you taking long rests when needed) and the healer's kit rule (that rule only applies during rests anyway).</p><p></p><p>I don't see any issues there.</p><p></p><p></p><p></p><p>Right - there's no extra healing, it's just that a warlord can help you pull on your own reserves in the middle of a fight, where otherwise you might not have time to gather your wits. When it's a choice between going down and losing that character's actions and getting back into the fray, it's clearly useful. </p><p></p><p>And I think one needs to be cautious about saying "because of optional rule X, optional rule Y can't exist." There's no requirement for the gritty realism rest variant to work seamlessly with the healing surges healing variant, for instance. Not all new options need to work with all existing options. </p><p></p><p></p><p></p><p>Healing, as a role, isn't something 5e really needs anyway. If you want to replace the party healer, buy some healing potions - combat's fast and furious and the main function of healing is to stop action attrition from dying characters. Anything that restores HP will do that. So the "healer replacement threshold" is pretty low. If you can restore some HP in combat <em>congrats, you got it covered</em>. Someone with the Healer feat can do that nicely. Heck, arguably the Battlemaster can do that, though their effectiveness ends at 0 hp. </p><p></p><p>So the "can replace a cleric" thing seems to me to be mostly about having something that can be used on a dying creature to give it some HP back and let it get back in the fight. There might be some support in there for throwing off conditions, too, which is where the save-buffing/save-granting comes in. </p><p></p><p>It can't raise those who've been dead a week or scream your arm back on, but I don't think it needs to do that to replace the cleric. </p><p></p><p>I'll let people who are bigger warlord fans correct me if I'm wrong on that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p></p><p>I think that idea's got legs, personally.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 7675065, member: 2067"] I agree in principal, but I don't think that's going to hit what folks who want the warlord to replace the cleric would be looking for. It's not redundant - if you're using both, you can still get use out of either. It also works fine with the "gritty realism" rule (the HD cap still keeps you taking long rests when needed) and the healer's kit rule (that rule only applies during rests anyway). I don't see any issues there. Right - there's no extra healing, it's just that a warlord can help you pull on your own reserves in the middle of a fight, where otherwise you might not have time to gather your wits. When it's a choice between going down and losing that character's actions and getting back into the fray, it's clearly useful. And I think one needs to be cautious about saying "because of optional rule X, optional rule Y can't exist." There's no requirement for the gritty realism rest variant to work seamlessly with the healing surges healing variant, for instance. Not all new options need to work with all existing options. Healing, as a role, isn't something 5e really needs anyway. If you want to replace the party healer, buy some healing potions - combat's fast and furious and the main function of healing is to stop action attrition from dying characters. Anything that restores HP will do that. So the "healer replacement threshold" is pretty low. If you can restore some HP in combat [I]congrats, you got it covered[/I]. Someone with the Healer feat can do that nicely. Heck, arguably the Battlemaster can do that, though their effectiveness ends at 0 hp. So the "can replace a cleric" thing seems to me to be mostly about having something that can be used on a dying creature to give it some HP back and let it get back in the fight. There might be some support in there for throwing off conditions, too, which is where the save-buffing/save-granting comes in. It can't raise those who've been dead a week or scream your arm back on, but I don't think it needs to do that to replace the cleric. I'll let people who are bigger warlord fans correct me if I'm wrong on that. ;) I think that idea's got legs, personally. [/QUOTE]
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