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The perfect D&D edition (according to ENWORLD)
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<blockquote data-quote="Tony Vargas" data-source="post: 7627574" data-attributes="member: 996"><p>They're not /bogus/, the rationale works fine. I get that you don't like them, and (from prior conversations) that you'd prefer your character be more absolute in his independence, but that sort of thing is going to keep cropping up in any cooperative RPG.</p><p></p><p>Again, it's the kind of thing that players should handle among themselves within a group. Like any other topic where two players might have different preferences at the same table.</p><p></p><p>Heh. It's not a hand out, it's a hand up. </p><p>One interesting thing about the in-fiction difference between Clerical healing and Martial inspiration as hp-restorers is that the former is a favor granted that comes from the Cleric (or through him, from his God), leaving you beholden, while the latter depends on strength that comes from within the recipient of those hps (in 4e, the mechanics of most healing were 'surges' which fit the Warlord fiction well, but the Cleric also had particularly powerful non-surge healing). </p><p>It's not something I've seen a lot of (but, not /none/ of, either), but Cleric did have a leg to stand on if they wanted to proselytize & try to convert you on the grounds that their divine gifts have saved your life, or even just, more prosaically, charge you for it like* you'd pay for a healing potion. That's not a big problem, but it's a real one, on the same order of problem you're trying to manufacture for the Warlord, and it's been an occasional annoyance going all the way back.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>* Back in the day, Finneas Fingers featured a grumpy Cleric who charged for healing, for one in-print, comedic, instance. And most editions have had tables of spell-casting fees that included healing.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7627574, member: 996"] They're not /bogus/, the rationale works fine. I get that you don't like them, and (from prior conversations) that you'd prefer your character be more absolute in his independence, but that sort of thing is going to keep cropping up in any cooperative RPG. Again, it's the kind of thing that players should handle among themselves within a group. Like any other topic where two players might have different preferences at the same table. Heh. It's not a hand out, it's a hand up. One interesting thing about the in-fiction difference between Clerical healing and Martial inspiration as hp-restorers is that the former is a favor granted that comes from the Cleric (or through him, from his God), leaving you beholden, while the latter depends on strength that comes from within the recipient of those hps (in 4e, the mechanics of most healing were 'surges' which fit the Warlord fiction well, but the Cleric also had particularly powerful non-surge healing). It's not something I've seen a lot of (but, not /none/ of, either), but Cleric did have a leg to stand on if they wanted to proselytize & try to convert you on the grounds that their divine gifts have saved your life, or even just, more prosaically, charge you for it like* you'd pay for a healing potion. That's not a big problem, but it's a real one, on the same order of problem you're trying to manufacture for the Warlord, and it's been an occasional annoyance going all the way back. * Back in the day, Finneas Fingers featured a grumpy Cleric who charged for healing, for one in-print, comedic, instance. And most editions have had tables of spell-casting fees that included healing. [/QUOTE]
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