I'm A Banana
Potassium-Rich
But everyone has at least *two* ways to access their own inner reserves (Second Wind and Short Rests). Whatever else Billy can do for you, he's adding onto those two options.
Sure! My only quibble was with the idea that all healing requires surges to use, and specifically surges that you must, to a certain degree, rely on others to activate.
I feel like I'm bringing this up a lot, recently, but I think the 4e Skald gets that sensation pretty right.
What you posted about "a little psychological trick with agency, autonomy, and the sense of control" is actually the problem with the DDN Hit Dice model, where all your in-combat healing eggs are in the cleric's basket.
Not the cleric's basket, the basket of the guy with the Healer's Kit. Either way, though, I agree with defensive abilities like healing being locked away in one character to be a problem, but I think defensive abilities are also broader than HD or surges. Those can be useful mechanics, but they're not essential or unique. And in the case of "Someone else lets you spend a surge," there's weirdness there.
pemerton said:In the case of Inspiring Word, the answer to your question is stated in the name of the power. I take the answer to be implicit in the other comparable powers - Healing Word, Majestic Word, Word of Vigour, Battle Cry - the PC who does he healing is speaking the word that inspires and reinvigorates his/her allies. Like Gandalf's speech to Pippin in the film version of RotK.
But you see the disconnect, there. It's not within my control when to spend my resources. It is like "I have 100 gp, but I cannot spend them unless the party rogue allows me to." That's a pretty clear contradiction of the concept of ownership over your own character.
pemerton said:If you've got an alternative mechanic for inspiration that fits within the basic D&D framework, by all means share it! I don't think it's unreasonable that the mechanical agency for inspiration should be with the inspirer rather than the inspired: the subject of the verb rather than the object. Just as with attacking - you don't get to roll dice to parry either.
I'm reluctant, mostly because conversations about this generally seem to result in someone with a specific idea of what such a mechanic should look like resisting the alternatives. If one sees no problem in Mechanic X, one is not interested in a fix for those that do have a problem with that mechanic (and I'm not particularly interested in trying to offer fixes for people who don't need 'em!).
pemerton said:An RPGer raised on Runequest would expect to make a parry roll. D&D players don't. I think it's reasonable for the game to make a call on who gets to act - it's hardly outside the bounds of reasonableness.
The call of who gets to act runs pretty deep into the brain, though. Deciding to act is how we control our characters. Changing who makes that decision changes the control scheme.
TwoSix said:Or, contra @pemerton , don't flavor divine healing magic as inspiration. Maybe it does close lacerations and remove bruises and other aches, but is also quite tiring. Like Aes Sedai healing in the Wheel of Time.
Maybe, and that certainly works as an explanation for why a person can't be healed over and over again. But it's also key, I think, for D&D in particular to meet the already-existing expectations of its audience, and that doesn't necessarily include the idea that healing is exhausting for anyone (except perhaps the healer).
RangerWickett said:It would work well if we had actual wounds, distinct from HP. So second wind could recover vigor, but not skin.
Why don't we go the other way, and have fate/morale/plot protection/vigor as distinct from HP, so that a second wind could recover vigor, but not skin?
Though I've gotta say, I'd personally use the smack out of any kind of second wind rule, 'cuz I love me some dramatic resurgence. I might tie it to a death flag or a daily ability, or a character motive moment or something, though, so that it becomes DRAMATIC.
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