Hussar said:
Really? The past 4 or 5 years has seen a chorus of criticisms about Schroedinger's HP and the like. The only thing you have to do to change that in 4e is remove the Warlord. Done. Or, give the Warlord's healing powers a magical keyword. Either way.
A one sentence fix.
I think you might be over-simplifying it a bit, here. Adding a keyword doesn't address the fluff of the Warlord class, or the nature of the magic it wields, and it's also clearly house-rule territory. As always with 4e, refluffing is crazy easy, but it's also just easy enough for someone who isn't a big fan of it not to play 4e (just as it'd be easy for [MENTION=11821]Obryn[/MENTION] to not play 5e if they didn't support the kind of warlord he wants to play), and as we've seen over and over in this thread, getting the psychology right is more important than getting the mechanics right, in a lot of cases.
Hussar said:
I think this pretty much shows my point no? Here we have a perfect example of what, I believe, you termed the "ardent chorus".
pemerton said:
At least two posters in this thread are "up in arms" about inspiration healing being an option: Jester Canuck and GX.Sigma.
And I think I've made it pretty clear that this is something of an overreaction in my mind. I've already responded to GX.Sigma. But let me illustrate in some more detail to JC here:
Jester Canuck said:
Including it as a core option, a base class feature is problematic because it's basically telling anyone who prefers the meat damage model that this is not the game for them. It's not inclusive.
It can be inclusive, because it can give you, right in the Warlord class, several different variations on Inspiring Word to use. It can even do that without picking a default ("here's 3 options, choose one!").
So the idea is that the Warlord's healing might end up as optional as the Paladin's code or the Monk class or a Barbarian's alignment restrictions (or whatever): no one who dislikes the thing needs to include it, and those who like it can feel free to use it.
A DM who specifically dislikes that option just won't enable it. Monks are optional, paladins are optional, pretty sure the whole Standard game is going to be opt-in.
Hussar said:
So, without in-combat healing, how do you mitigate lethality without making combat superfluous?
I think you're kind of looking at this the wrong way around.
4e's assumption was that every combat was a slog-fest to the death, more or less: it was designed to put most characters into at least bloodied in an encounter, so that they needed healing to continue. Healers would then "unlock" your extra HP for you.
5e's assumption tends to be that combats aren't necessarily crazy lethal, so you can see more attrition over the course of an adventuring day: imagine if all of your surges were converted to HP and then just added to your total.
You make a lethal combat in 5e by giving it the ability to drain the party's entire day of resources at once, making it a true "give it your all!" kind of moment. If they don't have in-combat healing, the only way to recover from that is to kill the other guys first, so that the party can then rest and recover naturally.
And if you DO have in-combat healing, you get that yo-yo effect: you've got a few HP's sitting out there in your teammates that they just need to unlock for you, whenever they get around to it.