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*Dungeons & Dragons
Warlording the fighter
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<blockquote data-quote="Tony Vargas" data-source="post: 6677036" data-attributes="member: 996"><p>Not much. For instance, you still need to have HD to trigger for them to apply. </p><p></p><p> 1 HD restores, /on average/ (and it's pretty swingy, by definition, being a discrete uniform distribution) slightly less than 1/(level+1) total hps, how slightly less depends on the die size. If your first HD were rolled instead of maximized, it'd be simpler, just 1/level. Of course, that's assuming no CON bonus, which would vary things based on CON bonus relative to die size. 1 HD + Con mod, though, is going to approach 1/level as a fraction of hps as you rise in level. At 1st level, closer to 1/2, the lower your CON mod and larger your HD. Again, on average, when you're as likely to roll 1 or max as to roll within half a point of average. FWIW.</p><p></p><p>Seems like a mathematically precise correlation to the Cleric's healing potential in excess of HD is impractical. Especially give that the Cleric side of the equation will vary wildly based on spells prepared and how slots are used in the course of the day. In theory, a Cleric could prep no healing spells, so provide no extra healing, at all. About the only way to do it would be the way 4e did: give the Warlord per-rest resources comparable to the Cleric's.</p><p></p><p>Rather than trying to get extra healing from a bonus to match some benchmark, just picking a mod that's simple and makes sense would be a good starting point. Then, in playtesting, it could be evaluated to see if it was too much or too little. Obvious candidate modifiers would be the targets CON mod (per usual for spending HD), the Warlord's CHA mod (since he's doing the inspiring), and the Warlord or target's level (or the higher or lower of the two).</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6677036, member: 996"] Not much. For instance, you still need to have HD to trigger for them to apply. 1 HD restores, /on average/ (and it's pretty swingy, by definition, being a discrete uniform distribution) slightly less than 1/(level+1) total hps, how slightly less depends on the die size. If your first HD were rolled instead of maximized, it'd be simpler, just 1/level. Of course, that's assuming no CON bonus, which would vary things based on CON bonus relative to die size. 1 HD + Con mod, though, is going to approach 1/level as a fraction of hps as you rise in level. At 1st level, closer to 1/2, the lower your CON mod and larger your HD. Again, on average, when you're as likely to roll 1 or max as to roll within half a point of average. FWIW. Seems like a mathematically precise correlation to the Cleric's healing potential in excess of HD is impractical. Especially give that the Cleric side of the equation will vary wildly based on spells prepared and how slots are used in the course of the day. In theory, a Cleric could prep no healing spells, so provide no extra healing, at all. About the only way to do it would be the way 4e did: give the Warlord per-rest resources comparable to the Cleric's. Rather than trying to get extra healing from a bonus to match some benchmark, just picking a mod that's simple and makes sense would be a good starting point. Then, in playtesting, it could be evaluated to see if it was too much or too little. Obvious candidate modifiers would be the targets CON mod (per usual for spending HD), the Warlord's CHA mod (since he's doing the inspiring), and the Warlord or target's level (or the higher or lower of the two). [/QUOTE]
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