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General Tabletop Discussion
*Dungeons & Dragons
"Warlord" Fighter sub-class from MMHFT podcast. Further duscussion.
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<blockquote data-quote="FrogReaver" data-source="post: 7388578" data-attributes="member: 6795602"><p>Well it is important though. We have an ability that eliminates the need for anyone in the party to wait an hour for a short rest to use their hit dice for healing. Now consider a cleric trying to heal the party up enough out of combat so they don't have to short rest. This requires spell slots. Any spell slot used is a spell slot that can't be used later in combat. There's a trade there, healing now for combat ability later. With this proposed hit dice ability there is no trade. It's heal now and still have the same combat ability later.</p><p></p><p></p><p></p><p>A party with or without this ability is just as likely to reach the magic number of encounters/day. It's just the party without this ability won't have to stop and rest for simple hp loss (a major benefit) and they will suffer no combat related downsides for having this ability. </p><p></p><p>If the party had a cleric instead of this character then they could just as easily bypass resting for simple hp loss except they will suffer combat downsides because the cleric now has less spellslots he can put toward combat in the day, thus making the remaining combats harder and thus eroding more of the other party members resources which may eventually require the party to take a short rest and expend their hit dice without being able to face more encounters than the other party.</p><p></p><p>I'm actually leaning toward the cleric that heals with spell slots to be in typically worse shape than the warlord who heals with hit dice and keeps 100% full combat ability all the time but that result isn't certain.</p><p></p><p></p><p></p><p>That's because healing right now is a tradeoff with combat resources. Casting a 3rd level cure wounds means your not casting a 3rd level Spirit Guardians etc.</p><p></p><p></p><p></p><p>Well, we do have a bit of a limit on complexity...</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7388578, member: 6795602"] Well it is important though. We have an ability that eliminates the need for anyone in the party to wait an hour for a short rest to use their hit dice for healing. Now consider a cleric trying to heal the party up enough out of combat so they don't have to short rest. This requires spell slots. Any spell slot used is a spell slot that can't be used later in combat. There's a trade there, healing now for combat ability later. With this proposed hit dice ability there is no trade. It's heal now and still have the same combat ability later. A party with or without this ability is just as likely to reach the magic number of encounters/day. It's just the party without this ability won't have to stop and rest for simple hp loss (a major benefit) and they will suffer no combat related downsides for having this ability. If the party had a cleric instead of this character then they could just as easily bypass resting for simple hp loss except they will suffer combat downsides because the cleric now has less spellslots he can put toward combat in the day, thus making the remaining combats harder and thus eroding more of the other party members resources which may eventually require the party to take a short rest and expend their hit dice without being able to face more encounters than the other party. I'm actually leaning toward the cleric that heals with spell slots to be in typically worse shape than the warlord who heals with hit dice and keeps 100% full combat ability all the time but that result isn't certain. That's because healing right now is a tradeoff with combat resources. Casting a 3rd level cure wounds means your not casting a 3rd level Spirit Guardians etc. Well, we do have a bit of a limit on complexity... [/QUOTE]
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"Warlord" Fighter sub-class from MMHFT podcast. Further duscussion.
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