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Warlording the fighter
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<blockquote data-quote="Tony Vargas" data-source="post: 6671152" data-attributes="member: 996"><p>Outside of combat, you can do both. </p><p></p><p> There's plenty of room for restoring hps via inspiration. It's not wounds disappearing. Heck, very little hp damage /can/ be modeling serious wounds, especially in 5e where you have overnight healing. A night's rest won't realistically make wounds, even minor ones, disappear, either, but it does get back all your hps. D&D has rarely had any detail when it comes to wounds. AD&D had an optional negative hp rule that included a minimum 1wk of rest, regardless of hps being magically healed, for instance. Most eds have had a spell like Regenerate to restore lopped-off limbs, even if limb-lopping was restricted to magical effects like a Sword of Sharpness, and never caused by hp loss.</p><p></p><p>Outside those corner cases, D&D hp loss is very abstract, and, in 5e, with overnight "healing," can't realistically model serious wounds. So there's no reason you can't be at full hps while still bearing some physical injuries - bruises, scratches, stable wounds in the process of healing, and so forth. </p><p></p><p>That's actually a perfectly good mechanic, and I'm glad you don't object to it. That doesn't make the above objection valid, though.</p><p></p><p> There are more than enough classes that heal with magic, certainly. There are no classes that restore allies' hps in combat without magic, however. </p><p></p><p>I certainly see no problem with removing some of the magical-healing classes from the game, if you think there are too many. The Ranger and Paladin both cover narrow genre archetypes and could be modeled to some degree with multi-classing and Backgrounds, for instance.</p><p></p><p> The fighter's Second Wind outright restores hps, in combat, with no action. That seems a pretty adequate precedent. So the Warlord's exhortation is enough to get anyone to 'dig deep' the way normally only fighters can. Second Wind, IIRC, is 1d10 (the figher's HD size) + fighter level. Maybe the warlord could restore target's HD size + Warlord's Level?</p><p></p><p> Spell slots are a pretty specific mechanic, and I wouldn't expect a non-caster to use them. Even psionics aren't quite using spell slots.</p><p></p><p>For instance, an hypothetical Warlord in-combat hp-restoration ability might be able to affect a given ally once between rests, normally, with any additional uses requiring the ally to succeed on a save and spend a HD. Nothing like slots, but still a limited resource (and it's distinct from slot-based healing, as it'd actually be /better/ for standing up allies in combat at low levels, while not being as good at extending the length of 'day' the party could handle). </p><p></p><p> I think the word 'healing' is the main problem. Restoring hps in D&D has generally been called healing, but actually healing an actual wound takes days or weeks or longer, IRL - even a scratch won't heal completely overnight - and, in a medieval setting, is far from certain (you could as easily die of an infection as heal a scratch completely). 5e's overnight healing means that returning to full hit points cannot possibly represent completely healing even minor wounds. There's simply more to hps in 5e than just wounds & the lack thereof. </p><p></p><p>When it comes to regenerating limbs (just a missing finger, or presumably, other permanent sorts of maiming wounds), sure a mechanic that just restores hps - HD, any possible Warlord mechanic, <em>Cure Wounds</em>, long rest, etc - simply isn't up to the task. </p><p></p><p>THP are a great mechanic, and the Warlord is well-suited in concept to granting those, as well as restoring hps. It should absolutely do both, and do both well.</p><p></p><p> All possibilities. The Warlord had a number of features, feats and exploits that affected initiative.</p><p></p><p>Guileful Switch was about the only exploit that did that, and it was errata'd to make it less abuseable. I'm sure it could be done in a reasonable way, even in 5e's action economy. </p><p>One thing arguing against it, though, is that 5e lacks the Delay action (it strikes me as an oversight or over-simplification, but maybe it's for the sake of the DM's convenience & slightly faster combat)... </p><p></p><p>That's a fine idea. It's unfortunate that 5e dropped the 'interrupt' terminology, since it raises the potential to mis-understand 'Reactions' as actions that must happen after the trigger is resolved, which is clearly not the case - this kind of ability could run afoul of that misunderstanding. </p><p></p><p>That's getting back to the Commanding Presence, close burst range of inspiring word, and wargame 'command radius' - and, yes, it makes some sense. It'd be simpler to have one such rather than have each ability operate differently - it would, of course, be more flavorful and potentially address some realism concerns to have different abilities function differently.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6671152, member: 996"] Outside of combat, you can do both. There's plenty of room for restoring hps via inspiration. It's not wounds disappearing. Heck, very little hp damage /can/ be modeling serious wounds, especially in 5e where you have overnight healing. A night's rest won't realistically make wounds, even minor ones, disappear, either, but it does get back all your hps. D&D has rarely had any detail when it comes to wounds. AD&D had an optional negative hp rule that included a minimum 1wk of rest, regardless of hps being magically healed, for instance. Most eds have had a spell like Regenerate to restore lopped-off limbs, even if limb-lopping was restricted to magical effects like a Sword of Sharpness, and never caused by hp loss. Outside those corner cases, D&D hp loss is very abstract, and, in 5e, with overnight "healing," can't realistically model serious wounds. So there's no reason you can't be at full hps while still bearing some physical injuries - bruises, scratches, stable wounds in the process of healing, and so forth. That's actually a perfectly good mechanic, and I'm glad you don't object to it. That doesn't make the above objection valid, though. There are more than enough classes that heal with magic, certainly. There are no classes that restore allies' hps in combat without magic, however. I certainly see no problem with removing some of the magical-healing classes from the game, if you think there are too many. The Ranger and Paladin both cover narrow genre archetypes and could be modeled to some degree with multi-classing and Backgrounds, for instance. The fighter's Second Wind outright restores hps, in combat, with no action. That seems a pretty adequate precedent. So the Warlord's exhortation is enough to get anyone to 'dig deep' the way normally only fighters can. Second Wind, IIRC, is 1d10 (the figher's HD size) + fighter level. Maybe the warlord could restore target's HD size + Warlord's Level? Spell slots are a pretty specific mechanic, and I wouldn't expect a non-caster to use them. Even psionics aren't quite using spell slots. For instance, an hypothetical Warlord in-combat hp-restoration ability might be able to affect a given ally once between rests, normally, with any additional uses requiring the ally to succeed on a save and spend a HD. Nothing like slots, but still a limited resource (and it's distinct from slot-based healing, as it'd actually be /better/ for standing up allies in combat at low levels, while not being as good at extending the length of 'day' the party could handle). I think the word 'healing' is the main problem. Restoring hps in D&D has generally been called healing, but actually healing an actual wound takes days or weeks or longer, IRL - even a scratch won't heal completely overnight - and, in a medieval setting, is far from certain (you could as easily die of an infection as heal a scratch completely). 5e's overnight healing means that returning to full hit points cannot possibly represent completely healing even minor wounds. There's simply more to hps in 5e than just wounds & the lack thereof. When it comes to regenerating limbs (just a missing finger, or presumably, other permanent sorts of maiming wounds), sure a mechanic that just restores hps - HD, any possible Warlord mechanic, [i]Cure Wounds[/i], long rest, etc - simply isn't up to the task. THP are a great mechanic, and the Warlord is well-suited in concept to granting those, as well as restoring hps. It should absolutely do both, and do both well. All possibilities. The Warlord had a number of features, feats and exploits that affected initiative. Guileful Switch was about the only exploit that did that, and it was errata'd to make it less abuseable. I'm sure it could be done in a reasonable way, even in 5e's action economy. One thing arguing against it, though, is that 5e lacks the Delay action (it strikes me as an oversight or over-simplification, but maybe it's for the sake of the DM's convenience & slightly faster combat)... That's a fine idea. It's unfortunate that 5e dropped the 'interrupt' terminology, since it raises the potential to mis-understand 'Reactions' as actions that must happen after the trigger is resolved, which is clearly not the case - this kind of ability could run afoul of that misunderstanding. That's getting back to the Commanding Presence, close burst range of inspiring word, and wargame 'command radius' - and, yes, it makes some sense. It'd be simpler to have one such rather than have each ability operate differently - it would, of course, be more flavorful and potentially address some realism concerns to have different abilities function differently. [/QUOTE]
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