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Warlording the fighter
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<blockquote data-quote="Tony Vargas" data-source="post: 6677727" data-attributes="member: 996"><p>Sure, and the Warlord had comparable flexibility via 350 exploits and class features, both common, like Inspiring Word, and by build, like Commanding Presences. Surge triggers, limited non-surge hp restoration (mostly via daily resources, as was generally the case with non-surge healing, though Inspiring Presence did so in small amounts based on an ally's use of Action points), extra saves & save bonuses, among other exception-based bits here or there.</p><p></p><p>One thing the Warlord did not have, in spite of having the Heal skill on his list, was anything much to enhance that skill - it was the 'Warlord,' not the 'Medic' afterall. But, though the class officially stayed very much a combatant, the fans did come up with builds that avoided having the 'warlord' make attacks, himself, and such borderline non-combatant builds might be a good candidate for Healer type tricks.</p><p></p><p> I agree that there need to be options, doubly so because some of those options may be things that certain folks /really/ want to avoid. There are several issues with triggering HD, none serious, but enough that making it possible (and viable) for a player to ignore HD-linked choices in favor of other alternatives would be a positive. For instance, if a DM decides not to use the HD mechanic, at all, an ability that /only/ works while HD are available would need alternatives.</p><p></p><p> Much like non-Surge healing resources in 4e, which were generally daily resources. Most exceptions still expended some significant resource. The Pacifist Cleric had some tricks that bypassed all that, but they still couldn't be 'spammed.' In fact, until the MME, there weren't even non-surge healing potions, so you couldn't trade gp for hp like in 3e. </p><p></p><p>In 5e healing potions are 'common' and a Healer can get you back some hps with a use of a healer's kit, so there is a potential gp -> hp route open. As always in 5e, the DM is empowered to open or close that route as he sees fit. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p> It's the closest correlation to surges, but it's still not that close. But it's an obvious way to port Inspiring Word, if you're not to worried about making it fit into 5e - which is definitely a good way to start.</p><p></p><p> The most sensible way for the system to ration hp resources in 5e is at the long-rest re-charge level. That's the point at which you refresh your hps and re-charge HD (another of the minor problems with HD is that they are <em>the hardest resource to recharge</em> - you can expend all your HD and probably heal up to full, but getting them back takes longer than recovering all your spell slots at any level). However, there are already precedents that do so at a short rest.</p><p></p><p> As I mentioned to Ezekiel, above, it's not the 'Medic' class, but something like that might work for any implementation of the oddball 'layz warlord' builds that try to be virtual non-combatants. Applying bandages, aid & comfort even in the midst of battle, when the vast majority of Warlords would be fighting, themselves. The combat-effective non-combatant is not something D&D has done a whole lot of, but the 'healer' role is an obvious place for such options (the Pacifist cleric being the prime example).</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6677727, member: 996"] Sure, and the Warlord had comparable flexibility via 350 exploits and class features, both common, like Inspiring Word, and by build, like Commanding Presences. Surge triggers, limited non-surge hp restoration (mostly via daily resources, as was generally the case with non-surge healing, though Inspiring Presence did so in small amounts based on an ally's use of Action points), extra saves & save bonuses, among other exception-based bits here or there. One thing the Warlord did not have, in spite of having the Heal skill on his list, was anything much to enhance that skill - it was the 'Warlord,' not the 'Medic' afterall. But, though the class officially stayed very much a combatant, the fans did come up with builds that avoided having the 'warlord' make attacks, himself, and such borderline non-combatant builds might be a good candidate for Healer type tricks. I agree that there need to be options, doubly so because some of those options may be things that certain folks /really/ want to avoid. There are several issues with triggering HD, none serious, but enough that making it possible (and viable) for a player to ignore HD-linked choices in favor of other alternatives would be a positive. For instance, if a DM decides not to use the HD mechanic, at all, an ability that /only/ works while HD are available would need alternatives. Much like non-Surge healing resources in 4e, which were generally daily resources. Most exceptions still expended some significant resource. The Pacifist Cleric had some tricks that bypassed all that, but they still couldn't be 'spammed.' In fact, until the MME, there weren't even non-surge healing potions, so you couldn't trade gp for hp like in 3e. In 5e healing potions are 'common' and a Healer can get you back some hps with a use of a healer's kit, so there is a potential gp -> hp route open. As always in 5e, the DM is empowered to open or close that route as he sees fit. :) It's the closest correlation to surges, but it's still not that close. But it's an obvious way to port Inspiring Word, if you're not to worried about making it fit into 5e - which is definitely a good way to start. The most sensible way for the system to ration hp resources in 5e is at the long-rest re-charge level. That's the point at which you refresh your hps and re-charge HD (another of the minor problems with HD is that they are [i]the hardest resource to recharge[/i] - you can expend all your HD and probably heal up to full, but getting them back takes longer than recovering all your spell slots at any level). However, there are already precedents that do so at a short rest. As I mentioned to Ezekiel, above, it's not the 'Medic' class, but something like that might work for any implementation of the oddball 'layz warlord' builds that try to be virtual non-combatants. Applying bandages, aid & comfort even in the midst of battle, when the vast majority of Warlords would be fighting, themselves. The combat-effective non-combatant is not something D&D has done a whole lot of, but the 'healer' role is an obvious place for such options (the Pacifist cleric being the prime example). [/QUOTE]
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