Jester David
Hero
Aaaaand we're done here.Tony Vargas said:You and Epiphet, OTOH, are unqualified to make any such judgement.
Good luck making a warlord on your own, since you seem dead set on pushing away anyone willing to make an effort.
Aaaaand we're done here.Tony Vargas said:You and Epiphet, OTOH, are unqualified to make any such judgement.
Of course, and wargames generally had abstract morale rules to model that in the aggregate. D&D had morale checks through AD&D, though they didn't apply to PCs and seemed to steadily lose significance, perhaps as a result of that. 3.0 was something of an equalizer when it came to applying the same rules to PCs & NPCs/Monsters, so it's hardly surprising it dropped morale checks entirely, though there were fear-based conditions and a psychic damage type that could have been used to model morale. ...It's an observable fact that far more people stop fighting not because they're unconscious and dying (very silly in itself as the only possible result of injury) but because they no longer believe they can win. Whether that's by running away, surrendering, 'collapsing' because of an injury that's either trivial or even non-existent; these are all observed effects.
4e indirectly incorporated morale into hps, with the Warlord restoring hps via morale (Inspiring Word & 53 other exploits), and, again having conditions that could model morale effects, but stopped short of having a Controller opposite number of the Warlord to inflict them, let alone inflict morale damage. 5e uses Inspiring Leader, Inspiration, and Bardic Inspiration to cover positive PC morale effects, and a few conditions for negative ones, and has it's few martial sub-classes do nothing with any of those, IIRC - so there's a lot of unused 'design space' in 5e for warlord and/or hypothetical-martial-controller-style morale-based abilities, not to mention tactical and/or strategy-based ones.Every one of those things could be handled by someone with the skills to motivate people into making one more effort, a 'Warlord' or similar class based around morale effects. Without any specific morale rules then the easiest way to model this - for people who want D&D to be more of a simulation, that is - is to let hit points do the duty of defining when individuals give up on a fight.
I have, repeatedly and recently, suggested at least two mechanical means for dealing with unconsciousness at zero. One an aura, the other a reaction. I keep making the suggestion, because I acknowledge the "annoying little rule" and the importance of the Warlord's ability to deal with that situation.
I also am curious how you rationalise the ability of an inspiration-based healer to restore hit points to someone who is unconscious, and not able to be inspired.
That's an interesting way of looking at it, and really goes far beyond the standards of fantasy tropes that should, alone, be more than sufficient.
Nod. Examples from RL, such as a victim of a 'curse' giving up on life and wasting away, do take a while to manifest. A sudden morale failure certainly could be immediately fatal in combat, but the proximate cause of that fatality would still be a physical injury, just one sustained as the result of giving up or panicking in the midst of battle. In ancients and medieval battles, for instance, the greatest casualties were generally inflicted upon the losing side after their morale broke.
A very abstract way of modeling that could be simple hp damage or 'psychic damage' or even a new 'morale' damage type (though that hardly seems different enough to be worth it, you never know how much symantics might matter). To model that less abstractly, the Warlord could be given a 'morale attack' that imposes a condition, reduces AC or saves, causes the next attack that hits to be a critical, or quite a lot of other things, including inflicting damage, but not to 0, or with enemy fleeing at 0 or whatever.
5e is really pretty wide-open when it comes to available/hypothetical mechanics.
It's an observable fact that far more people stop fighting not because they're unconscious and dying (very silly in itself as the only possible result of injury) but because they no longer believe they can win. Whether that's by running away, surrendering, 'collapsing' because of an injury that's either trivial or even non-existent; these are all observed effects. Every one of those things could be handled by someone with the skills to motivate people into making one more effort, a 'Warlord' or similar class based around morale effects. Without any specific morale rules then the easiest way to model this - for people who want D&D to be more of a simulation, that is - is to let hit points do the duty of defining when individuals give up on a fight.
Aaaaand we're done here.
Good luck making a warlord on your own, since you seem dead set on pushing away anyone willing to make an effort.
To be perfectly honest, and without meaning offense to anyone: If someone has not played or DM'd a warlord in 4e, or is against the idea of healing/healing kits without magic in combat, or just doesn't understand how the official definition of hit points allows for the former, than their contributions to a warlord thread are going to be limited.
Whether he realized it or not, [MENTION=6796566]epithet[/MENTION] most definitely WAS using the same dumb tropes against warlord healing that people who understood the mechanic have literally been dealing with for years.
It means this brainstorming session re: the warlord stops being as constructive/effective as it could be.
So maybe, if people are against a faithful carry-over of the warlord to 5e, they should drop out of the thread?
First, a Warlord doesn't heal anybody; the Warlord's words initiate a response where someone essentially heals them self - allows their body to regain homeostasis. The Warlord is just the initiator and catalyst, not the one doing the healing.
Please read this: http://www.enworld.org/forum/showth...ghter/page33&p=6675105&viewfull=1#post6675105
Two, Hit Points do equate to health in this situation. Actual recovery from damage occurs. No, injuries themselves do not suddenly knit together. What occurs is that homeostasis is re-established, and loss of homeostasis is damage.
It's an observable fact that far more people stop fighting not because they're unconscious and dying (very silly in itself as the only possible result of injury) but because they no longer believe they can win. Whether that's by running away, surrendering, 'collapsing' because of an injury that's either trivial or even non-existent; these are all observed effects. Every one of those things could be handled by someone with the skills to motivate people into making one more effort, a 'Warlord' or similar class based around morale effects. Without any specific morale rules then the easiest way to model this - for people who want D&D to be more of a simulation, that is - is to let hit points do the duty of defining when individuals give up on a fight.
It'll probably just lead you into unnecessarily detailed/convoluted mechanics, but if it makes you feel better, I won't stop you.While true, should has never been good enough for me. I think shooting for a design that has as many coherent interpretations as possible, for as many different types of D&D fans as possible, is one that has the highest chance of success. It may be more difficult, but I think it's worth the effort.
Like I said, there's lots of design space to work with. I could see a warlord having 'defender,' 'leader,' 'healer' and even 'spoiler' builds. Morale effects applied to enemies would make sense for both defenders and spoilers (or other controller-adjacent concepts).I agree with all of that except for the impacting Hit Points aspect. They are certainly aspects to explore for a 5E Warlord's mechanics. I'll add this to the list of ideas I'm working through.
It's also not what a bard insulting someone to death is doing. That is, he /is/ reducing someone to 0 with a non-physical (psychic) damage type that could easily be conceived as doing 'only' will-to-live damage. But he is not re-defining what Hit Points or zero hps means, in general.While will to live is distinctly listed as a part of Hit Points according to 5E's definition, it's only a part. Redefining Hit Points, or specifically 0 Hit Points, as strictly the point when an individual gives up fighting (loses their will to live), is doing exactly that which Kamikaze and others have accused me and other fans of the Warlord of doing.
The point of 5e was to have things that appealed to fans of every prior edition, even 4e. Not to have absolutely everything in it appeal to everyone, but to have modular choices as well. The PH was their shot at the lowest common denominator, and modules and other options can be more focused in their appeal. The Warlord existed only in 4e, so that sets a certain minimum standard that it has to live up to. I'm all for it doing a lot /more/, as well, which might appeal to fans of other editions, or to new fans. But it would be doing the concept of, and the existing fans of, the class a great disservice to consider the rhetoric of the edition war and try to 'compromise' with the unreasonable position that the Warlord mustn't be allowed to exist at all.I'm working on the Warlord because I've always liked the concept; even though I was not a fan of 4E. I want a working, 5E version of the Warlord, and that means appealing to both 4E and 5E fans - appealing to, as much as possible, everybody that plays 5E.
A poor choice of words on Eric's part. The 'contribution' of regurgitating anti-warlord edition-war rhetoric in a 5e warlord thread is not 'limited,' it is strictly counter-productive.Limited is not useless.
Then we run up against the 'reality isn't real' trope. D&D has modeled such a little and such a quixotic slice of genre & reality for so long, that anything beyond it's limited demesnes seems unreal to long-time fans, unless we stop and think about it hard enough to step outside our jaded expectations....This is an utterly common phenomenon in martial endeavors. Belief, never say die, and the utter unwillingness to quit despite your body being long since spent is contagious like a disease. People do hard stuff. Inexplicably. Unbelievably hard stuff. Stuff that they can't even understand how they're doing it and, upon reflection, how they did it.
Mundane, martial inspiration is a thing. A big, big, big thing.