The reason that this is true of hit points is because hit points are just a marker. They are not any sort of physical or metaphysical substance or quantity.There are only two pools of hit points, those that have been lost and those that remain. All hit points are just hit points, equal and identical. There is no way to identify which hit point or points are removed from the pool when damage is taken, or returned when recovery takes place.
Any and every hit point is exactly like any and every other hit point. None may be described as anything other than a hit point, whether lost, remaining, or restored.
Mechanically, this does not work for two reasons.I think that the way that ability is best represented is by giving the subject temporary hit points. It is, as you describe, an extra pool of endurance and determination "despite being physically worn down." Your injuries (in the form of lost hit points) remain, but you persevere despite them.pemerton said:In the mechanics of the game, the way that we represent this ability to keep going despite being physically worn down is to pour fresh hit points into the depleted pool.
As someone who has played a lot of D&D, including but by no means limited to a lot of 4e, I can say that from the point of view of practical game play granting temporary hit points is nothing like healing. The former is about prophylaxis. The latter is about recovery. In the fiction, the former is about a rousing speech or blessing in anticipation of action and struggle; the latter is about encouraging a friend an ally to overcome the burdens that action and struggle have inflicted.Considering that temporary hit points generally last until you take a long rest, there is very little benefit to being "healed" over getting THP, but the difference in theme and "fluff" is important. Using THP allows to the Warlord to be every bit as effective without raising the issue of "martial healing" which is viewed with such skepticism.
Unless someone develops a hit point system where there is a direct ratio of damage = decreased output, mental capacity, etc. then hit point interpretation is wide open and there is no universal viewpoint when a character is above zero. In my opinion hit points above zero are fluid and adapt to the given situation. That also means there will be inconsistencies if you want a universal application, whether that is all meat or all fatigue.
The reason that this is true of hit points is because hit points are just a marker. They are not any sort of physical or metaphysical substance or quantity.
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Mechanically, this does not work for two reasons.
First, temporary hit points are not a pool of endurance and determination that allows someone to go on despite being physically worn down. (1) A character need not be physically worn down in order to receive temp hp. (2) Temp hp can exceed the cap of "maximal replenishment of reserves" - hence they are not about reserves at all. (3) Temp hp don't help when a character is unconscious and/or dying, yet this is one crucial moment when, in heroic adventure fiction if not often in real life, words of encouragement enable someone to rally, and to go on, despite being physically worn down.
Second, the phrase "your injuries (in the form of lost hit points)" seems confused. Being injured can cause the loss of hit points; but lost hit points don't correlate to particular injuries. D&D doesn't even use the notion of particular injuries - as Gygax set out in his original DMG, the notion of "injuries" or "hit location" isn't apposite where hit points are concerned, because the loss of hit points is about the wearing down of someone's ability to go on. That's not to say that, in some particular context, a GM shouldn't say "The orc scimitar slashes your forearm - lose 8 hp". But there is no mechanical correlation between subsequently healing 8 hit points, and healing that cut. For instance, a character could use some non-magical ability to let another character heal some hit points (say, using a "healing kit"), and could narrate that as (say) providing the character with a cup of strong brandy while stitching up the wound, and then some hit points could be replenished although the character's arm is still cut. (Stitching a wound can facilitate its healing; it doesn't, in and of itself, heal it.)
As well as the mechanical objections, there is a purely ad hominem objection to the notion of "your injuries (in the form of lost hit points)". You have asserted, in the earlier post that I have also quoted, that hit points are undifferentiated. Yet you also want to say that hit points are differentiated, in the sense that particular bundles of lost hit points correlate to particular injuries. That seems contradictory to me.
As someone who has played a lot of D&D, including but by no means limited to a lot of 4e, I can say that from the point of view of practical game play granting temporary hit points is nothing like healing. The former is about prophylaxis. The latter is about recovery. In the fiction, the former is about a rousing speech or blessing in anticipation of action and struggle; the latter is about encouraging a friend an ally to overcome the burdens that action and struggle have inflicted.
Wrong in the first sentence!
The "Fallacy of Division" does not depend on specific evidence; rather, it is a matter of the presence or the lack of validity of the argument itself.
In the philosophy of logic, validity of an argument is independent of the truth of any of the constituent statements within the argument. If you want to see any examples, consult any textbook on Introductory Logic, which I must assume you either did not study in college, or else forgot. (I mean, if you missed that most elementary point, what else might you have missed?)
In actual logic, the fact that the category of Hit Points includes the description "physical" does both of the following things:
(1) FAILS to impute the description of "physical" to any quantity of healed Hit Points; and
(2) FAILS to impute the description of "non-physical" to any quantity of healed Hit Points.
The points (1) and (2) above mean that gaming group A can say that any healed hit points at the table of gaming group A must include the "physical" descriptor -- because (2) FAILS, above; and
gaming group B can say that any healed hit points at the table of gaming group B might or might not include the "physical" descriptor, because (1) FAILS, above;
and they would be equally right!
Anyway, regarding mechanics: I agree with your points, but I draw a different conclusion from them. I especially agree with your statement that "[healing] is about recovery." That's an important distinction, because in the fiction that inspires the class feature we're talking about a character doesn't recover from being damaged, rather the character goes on despite being damaged.
As an aside, the idea that there is a need or way to 'compromise' with the position that the Warlord shouldn't exist at all, is wrong-headed. At this point, the Warlord could only enter the game in an opt-in way, it's not part of the Standard game, that's already /complete victory/ for the guys who don't want to play Warlords. No false "compromise" is called for.Would it be acceptable - a tolerable compromise -
One fantasy trope that D&D has always lacked is the convalescent hero who 're-opens his wounds' when he goes off and does something heroic, possibly even dying as a result. It would be great to finally have such a mechanic. But, it would be meaningless if any 1st-level spell or dirt-common medieval band-aid removed the possibility.assuming the use of real Hit Points rather than Temporary Hit Points - for Warlord healing to require a saving throw after a certain amount of time or following combat, or risk reverting to the previous Hit Point level unless one has received magical healing or use of a healer's kit?
Jester Canuk, Kamakatze Midget, and, you - you are, everytime you draw some edition-war-era line in the sand (and then claim not to know what you just did). This objection to martial healing that you're pushing, now is a perfect example.who is arguing that the Warlord shouldn't exist?
How much restoration should be a matter of player resource allocation (hp restoration can't be an unlimited resource, afterall).EI've never suggested that the Warlord shouldn't have any ability to restore hit points to an ally, I think you and I differ only in how much restoration we think is reasonable.
Temp hps are a very useful, appropriate, mechanic: I'd be as adamant about the Warlord needing to be able to grant temps if you were suggesting he only be able to 'heal.' Any attempt at the Warlord needs the option of both if it's to be a worthy successor. Having the option to do both, either, or neither (especially on a day-to-day or rest-to-rest, rather than chargen, archetype-choice, or level-up basis) would be a nice, if minor, enhancement.It's interesting to me that you have such apparent disdain for temporary hit points.
Consider that most divine casters who chose never to prep healing spells cease to be healers, at all. Yet, those classes are able to step into that role. The Warlord should be able to adequately fill the sort of 'healer' (hp resource management) role which was a subset of the formal 'leader' role it filled so well, originally. With the looser class design philosophy of 5e, individual Warlord PCs should also be able to eschew that role in favor of others - but the option to take it up should always be there.Is it your position that the Warlord must be, fundamentally, "a healer" in the same way that divine casters are "healers" in D&D?
You are. Feel free to stop at any time.
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(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.