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Warlording the fighter
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<blockquote data-quote="epithet" data-source="post: 6671745" data-attributes="member: 6796566"><p>Sorry, I didn't mean to leave your question hanging. </p><p></p><p>I suppose the answer to your question depends on what exactly you mean by "martial" hit point restoration. If you mean the application of physical might in combat to heal rather than to hack, the only example of that is Second Wind, and that is entirely reflexive. There is no example in the game currently of a character being able to restore hit points to an ally through "martial" means; the closest thing you can find is the Rally maneuver, which grants temporary hit points.</p><p></p><p>If you mean restoring hit points through mundane (non-magical) means, there are more options to choose from. As I've mentioned earlier, the Healer feat is quite useful, and the "Spell-less Ranger" has poultices that duplicate the effect of healing potions. There are also, as we've discussed, hit dice. These mundane heals all consume a resource and are subject to certain limitations. In the case of the Healer feat, you're required to burn charges of a healer's kit, and it is one per customer per rest. The poultices are limited both in how many the Ranger can use, and in how often a given ally can benefit from their application. The hit dice are limited in number, of course, as well as by the fact that they require at least a short rest to use, and they (like Second Wind) are reflexive--you can't heal someone else with your hit dice. Of the mundane options, only the Healer feat is viable in combat, the others take a minute (for poultices) or an hour (for hit dice.) Even the most accelerated short rest rules require a 10 minute break in order to roll your hit dice.</p><p></p><p>So, if you're suggesting that it is possible to rationalise "martial" healing of equal efficacy to magical healing within the context of the loose fiction of D&D combat and hit points, well... by that standard you can justify almost anything. If, however, you're suggesting that "martial" healing of that magnitude fits within the existing framework of hit point restoration... let's just say you've not convinced me yet.</p><p></p><p>Your examples are, I think instructive. In the case of the battlefield injury, it is certainly true that determination and toughness can keep someone functional and alive. That soldier, however, is still injured, and still needs medical attention. In the case of the hospice patient, a similar determination might keep them alive for days or weeks, but their underlying condition remains. Similarly, a Warlord should, through application of "martial" skill, be able to prevent an ally from going unconscious at 0, perhaps even being able to (as a reaction) give the ally the Relentless Endurance of a half-orc so that the ally is left with 1 HP instead of 0. A Warlord should be able to fortify an ally with temporary hit points to represent the grit and determination to push beyond the ally's normal limits. The Warlord's ability to restore regular hit points to an ally, however, should be very limited and not on-par with magical healing, if you have any aspiration to make the class' abilities be consistent with the game content released to date.</p></blockquote><p></p>
[QUOTE="epithet, post: 6671745, member: 6796566"] Sorry, I didn't mean to leave your question hanging. I suppose the answer to your question depends on what exactly you mean by "martial" hit point restoration. If you mean the application of physical might in combat to heal rather than to hack, the only example of that is Second Wind, and that is entirely reflexive. There is no example in the game currently of a character being able to restore hit points to an ally through "martial" means; the closest thing you can find is the Rally maneuver, which grants temporary hit points. If you mean restoring hit points through mundane (non-magical) means, there are more options to choose from. As I've mentioned earlier, the Healer feat is quite useful, and the "Spell-less Ranger" has poultices that duplicate the effect of healing potions. There are also, as we've discussed, hit dice. These mundane heals all consume a resource and are subject to certain limitations. In the case of the Healer feat, you're required to burn charges of a healer's kit, and it is one per customer per rest. The poultices are limited both in how many the Ranger can use, and in how often a given ally can benefit from their application. The hit dice are limited in number, of course, as well as by the fact that they require at least a short rest to use, and they (like Second Wind) are reflexive--you can't heal someone else with your hit dice. Of the mundane options, only the Healer feat is viable in combat, the others take a minute (for poultices) or an hour (for hit dice.) Even the most accelerated short rest rules require a 10 minute break in order to roll your hit dice. So, if you're suggesting that it is possible to rationalise "martial" healing of equal efficacy to magical healing within the context of the loose fiction of D&D combat and hit points, well... by that standard you can justify almost anything. If, however, you're suggesting that "martial" healing of that magnitude fits within the existing framework of hit point restoration... let's just say you've not convinced me yet. Your examples are, I think instructive. In the case of the battlefield injury, it is certainly true that determination and toughness can keep someone functional and alive. That soldier, however, is still injured, and still needs medical attention. In the case of the hospice patient, a similar determination might keep them alive for days or weeks, but their underlying condition remains. Similarly, a Warlord should, through application of "martial" skill, be able to prevent an ally from going unconscious at 0, perhaps even being able to (as a reaction) give the ally the Relentless Endurance of a half-orc so that the ally is left with 1 HP instead of 0. A Warlord should be able to fortify an ally with temporary hit points to represent the grit and determination to push beyond the ally's normal limits. The Warlord's ability to restore regular hit points to an ally, however, should be very limited and not on-par with magical healing, if you have any aspiration to make the class' abilities be consistent with the game content released to date. [/QUOTE]
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