D&D 5E [Warlords] Should D&D be tied to D&D Worlds?

Obryn

Hero
Had a game once where a barbarian plummeted at terminal velocity into magma, and swam out and killed a few salamanders while his skin peeled off. Superstitious, you know, so he didn't want magical healing. Fine in a week (high CON, 3e, mid-level, possibly involving a magic item re-fluffed as an inherent part of the character, IIRC). Heck yeah.
Yep, this stuff happens *all the time* in D&D. It's why I find the "hp as meat" explanation so very baffling. Because it's just bizarre that all of the above is okay, but restoring even a single hit point without ***MAGIC*** is verboten.

Only, like the first ~20 pages of the thread point out, you don't need a whole class if all you really want is the non-magical spike healing and the "inspiring leader" character type.
Unless you're making a stand at, "people shouldn't want a warlord," I think it makes perfect sense to silo this "hp are not just meat for your magic men to heal" idea in with the only class where it seems to matter. Sure, add in options for other classes, too, while you're at it, for groups who don't want a warlord. Isn't that even *more* "everyone's happy"?

-O
 

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I'm A Banana

Potassium-Rich
Hussar said:
But, that's the point. It never really did work.
...
The only difference is that 4e didn't try to hide things. It didn't pretend to have these HP=Meat rules when in play they didn't. It flat out came down on the same side of the fence that EVERY SINGLE EDITION has come down on. The only difference is, it didn't hide it.
...
And, let's be honest, I think a great deal of the issue is simply edition warring in disguise.
...
edition war fodder for those who wanted to try to claim that 4e isn't really D&D because it's so different from what came before
...

So, we're gonna have a hard time having a conversation about this if you can't accept that people who have opposing ideas aren't necessarily ill-intentioned and making junk up. If the only reason I could have possibly had a different experience is because I'm lying and I hate 4e, there's not much you can really gain from me.

Hussar said:
In 3e, your 12th level barbarian heals his broken leg IN THREE DAYS. And HP=Meat adherents try to claim that this is believable. This is no problem whatsoever. But, one day? Oh hell no. That's unpossible.

Different positions on that willing-suspension-of-disbelief-o-meter.

It's almost like there's more than One True Way to play....almost as if the game should support multiple playstyles....hmm....
 

I'm A Banana

Potassium-Rich
Yep, this stuff happens *all the time* in D&D. It's why I find the "hp as meat" explanation so very baffling. Because it's just bizarre that all of the above is okay, but restoring even a single hit point without ***MAGIC*** is verboten.

It's only really verboten to do it really fast, if HP is meat. AKA: the spike. I've got barbarians with regen and temp HP spam and second winds and ignoring damage and all sorts of other ways for non-magical characters to defend the party with equal or greater capacity than the spike-healing cleric. I appreciate magical healing having a distinct character, and for me, that's the spike. Really, that's mostly about keeping the mechanics as distinct as the flavor: magic is a "give me what I want right now" button.

In the context with my convo with NC, he was advocating for non-magical spike healing specifically, and for that, you can't have HP-as-meat. But other types of non-magical defense and healing generally work pretty fine -- I can't think of many forms of defense that don't work just fine as non-magical with HP-as-meat, with the exception of the spike, because "I remove your wounds instantly" isn't something that's very believable.

But "I ignore my wounds" or "I help bandage yours" or whatever is pretty fine. Hell, I'm cool with the 4e skald, generally, and that IS non-magical spike healing, just a little re-worked.

Unless you're making a stand at, "people shouldn't want a warlord," I think it makes perfect sense to silo this "hp are not just meat for your magic men to heal" idea in with the only class where it seems to matter. Sure, add in options for other classes, too, while you're at it, for groups who don't want a warlord. Isn't that even *more* "everyone's happy"?

-O

I'm not about to tell people what they should or shouldn't want, and as I've mentioned upthread, if "THERE MUST BE A WARLORD CLASS" is a line in the sand for enough of WotC's potential market, they should probably just do that, if only to try and appease the unpleasable fanbase. But that's a potential marketing/business reason, not a good design reason.

A warlord class isn't the only place where non-magical spike healing would matter, anyway. Plenty of settings and styles would benefit from that, regardless of if they included that one class or not. Disentangling it from the class makes it a lot more flexible, while still allowing those who liked that aspect to tap into it.
 

@Kamikaze Midget KM are you seriously staking out a logical territory of healing an 8 - 12 week injury in 3 days as internally consistent with "HP as meat" and clearly distinguishable from healing the same 8 - 12 week injury in 1 day which is not internally consistent with "HP as meat" with the hand wave of:

Different positions on that willing-suspension-of-disbelief-o-meter.

It's almost like there's more than One True Way to play....almost as if the game should support multiple playstyles....hmm....

And then maintaining that "HP not as meat" mechanics need to be cordoned off in a module or a class that engages heavily with the "HP not as meat" paradigm needs to be disassembled for segregation and pruned meticulously for "HP as meat" lobby approval because the "sensibilities" that distinguish an 8 - 12 week injury healed in 3 days versus the same injury healed in 1 day (and consider that 2 day window the line in the sand for legitimacy) deserve primacy?

Come on man. You don't believe that but I don't know how else to digest these series of posts. Clear up my (presumably) mistaken inference.
 

Ratskinner

Adventurer
Could it be used possibly as an optional rule in D&D to replace hit points, or would that require rewiring other D&D mechanics? Just curious.

hmmm....kinda depends on the mechanics....

Two big problems usually creep up:

  • HP are tied to level advancement - you have to account for that somehow
  • consequences - D&D usually has only the one at the end

Personally, I think the easiest way to go is to re-define all positive hp as being non-meat. Meat damage (which could be handled in different ways, modularly) gets triggered by blows at 0 hp. I think I'd call being at 0 HP a condition called vulnerable. That way, you could have spell or attack effects key off of that word, allowing almost all attacks to do HP damage, skipping the SoD issue by putting the "D" part when you would be "D"-ing anyway. So Medusa could have a power:

Petrification Aura: sighted creatures within 20' of Medusa take 1d6 Petrification damage/round. A vulnerable creature who takes Petrification damage is turned to stone.

The 1d6/round simply represents the extra effort required to keep fighting her with your eyes averted. If you don't have anything more effort to give....

The generic/default vulnerable table could produce results like Light, Serious, or Critical wounds (maybe even Dead). Each of those could have different mechanical effects attached modularly as well.

Sample Spell Language:
Protection from Petrification: This spell protects the subject by absorbing the first 50 points of Petrification damage that would affect the subject.

Cure Serious Wounds: The spell removes any Serious and Light wounds from the recipient, as well as any effects thereof.

Cause Fear: This spell does 2d8+10 Fear damage to all creatures within 20' of the caster. Vulnerable creatures who take Fear damage become Shaken. A Wisdom save halves the damage.

Constitution would no longer affect HP, but would likely modify the results from getting hit while vulnerable, as well as many saves.



I think I'd have all your normal HP recharge pretty frequently, possibly limited to some fraction if you are wounded.
 

Ratskinner

Adventurer
I don't really see much of a problem there. Perhaps if you want to be very specific about spell name semantics ("This wound isn't light, it's moderate! And this wound is critical! And why is curing my critical wounds getting rid of my light wounds?"), but my games haven't treated spells much like actual in-world objects as much as they are descriptions of events in the world. IE: the cleric doesn't cast cure moderate wounds, the cleric says a prayer of healing and channels her deity's energy into the wound. Possible partial exception of the wizard, there.

Unfortunately, for a variety of reasons depending on Old-school edition rules, the cleric character has to know what spell he is casting. Although, I'll certainly grant that many of the RaW in this regard are likely commonly ignored or handwaved.

Because you're a fantasy hero.

"Kinds of wounds" isn't a distinction the HP system makes. Vaguely, a hit that takes a bigger % of your HP is harder than a hit that takes a smaller %. Or, a hit that gets you closer to 0 is a bigger hit than a hit when you're at full. But specificity isn't something I'm interested in. And either way, when the cleric says a healing prayer over you, it actually removes some of your wounds of various kinds.

Strangely enough, most of the fantasy heroes I read about and enjoy spend a lot of time vexing over their injuries and getting hampered by them. Usually, they are keenly aware of the extent and nature of their injuries and precisely how they are being hampered. Basically, the generic HP mechanic supports a very narrow field of fantasy and playstyles. I'm hoping for more from 5e.
 

Caffinicus

First Post
It seems like there is a larger discussion of the Warlord concept, and whether it should be shoehorned into Next, and whether it should be a healer.

First. A few thoughts on the Warlord. Many of these are opinions of mine, and therefore, BIASED.
[FONT=Helvetica Neue, Helvetica, Arial, sans-serif]I really like the CONCEPT of a warlord class. Like the "loremaster" of dream park, it is a character built around improving the function of the party around him. CONCEPTUALLY, I like that. In EXECUTION, not so much. The Warlord of 4E was a terrible mishmash of ideas. It was constrained by the clerical armor restrictions (until feat support improved the situation), it was lacking in offensive punch, it took too many attributes to function, often it sacrificed it's actions to give actions to other characters in, what I saw to be, the most reprehensible demonstration of poor self-esteem building ever, e.g. "I'll just stand here. You take my actions. You can do better with them than I would." It seemed built to do this, at a design level. It had some non-denominational healing, and it gave out actions. When it took actions, they were lackluster, which enhanced the 'low-self-esteem' image. Sure, there were a couple of builds, suicidal, arse-to-the-wind builds, that were different, and cool, and took hits for others, and punished the enemy for attacking the warlord. IF DM's didn't go around you, ignoring your tricks to eat the creamy center of the party you were trying to protect. In EXECUTION, the warlord was an exercise in misery, designed to diminish the self-esteem of the player until he finally was a passive-aggressive ball of hate who could properly play his class. That's bad design.[/FONT]

So, stepping away from that.

I don't understand the point of "metagame tool to fill a hole in the rules". What's the hole we're talking about? Healing? There are already two classes that can do that. Are we talking about the 4E "self-heal" and trying to indicate that having a character have to do it is filling that hole? I'd need a bit more context to the argument.

Assuming that is what is being said, then I can point out that having a character who sacrifices a percentage of his energy/attention/capacity to have the ability to 'on-the-spot' restore to function characters who have become the "point of contact" with the enemy is not covering a gap in the rules, but is serving a valuable service. Ideally such a character should have high mobility and high durability, and low damage infliction potential. Historically, Clerics have never quite hit that right. They tend to hit too hard, and have too little mobility, making them function more like something the players have to escort, or a rallying point for the party.

Now, if the idea that a warlord, or "battle captain" should be able to keep his friends in a fight, as opposed to the cleric's function of getting them BACK in the fight, then Warlord mechanics should focus on REDUCING the damage the party takes, whether by defense buffs (not ideal) or by damage reduction (tricky to implement, but feels right) or by giving a 'pool' of hit points that his companions can draw from (very strange, and might result in warlords being super tough on their own).
In this way, they would be keeping their team mates in the fight, in formation, not having to break off and be drug back to the column, and would lose effectiveness when teammates broke off on their own. For this, they should pay a price in combat effectiveness against say, a fighter, and mobility, against say a cleric.

You might notice that's a tough spot to hit. Historically: Fighters = Tough, both in hp and AC, hard hitting and consistent. Thieves=Fragile, but hard to hit, inconsistent, but SUPER hard hitting, usually once a fight. Clerics= Not as tough as a fighter, but close. Soft hitting, and poor at it, healers. Wizards=fragile as glass and easy to hit, but mobile, and multi-target super-hard hitting. Trying to fit into that a Warlord=Tougher than a cleric, but not so much as a fighter, with AC as good, consistent, but not as hard hitting as a fighter, more than a cleric, and DR aura.

How do you do that? d9 HP? No armor restriction? Fighter attack bonuses, but weapons that limit you to d8 damage? Do the DR aura, or HP pool work like spells, or as a constant?

It's a tricky balance.

A few more thoughts on DR aura.

I believe that this will hit the target of being balanced within the other class abilities, and not identical to the cleric's healing abilities. It will, however, have greater effect the longer a fight goes. A longer, harder battle will magnify the results. This would make a warlord more greatly affect the outcome of a larger battle, where clerics would have a much larger ability to correct for single moments of failure. In so doing, it would make them feel like different classes.

Hope those are interesting.

[FONT=Helvetica Neue, Helvetica, Arial, sans-serif]Caffinicus[/FONT]
 

Obryn

Hero
It's only really verboten to do it really fast, if HP is meat. AKA: the spike. I've got barbarians with regen and temp HP spam and second winds and ignoring damage and all sorts of other ways for non-magical characters to defend the party with equal or greater capacity than the spike-healing cleric. I appreciate magical healing having a distinct character, and for me, that's the spike. Really, that's mostly about keeping the mechanics as distinct as the flavor: magic is a "give me what I want right now" button.
Yeah, I more or less disagree with that philosophy entirely.

I'm not about to tell people what they should or shouldn't want, and as I've mentioned upthread, if "THERE MUST BE A WARLORD CLASS" is a line in the sand for enough of WotC's potential market, they should probably just do that, if only to try and appease the unpleasable fanbase. But that's a potential marketing/business reason, not a good design reason.

A warlord class isn't the only place where non-magical spike healing would matter, anyway. Plenty of settings and styles would benefit from that, regardless of if they included that one class or not. Disentangling it from the class makes it a lot more flexible, while still allowing those who liked that aspect to tap into it.
You're really stuck on this "people who want a warlord are whiny whiners narrative, it seems.

-O
 

pemerton

Legend
Well, since HP sans magic in every edition aside from 4e only return at a very slow rate naturally
As [MENTION=22779]Hussar[/MENTION] pointed out, this is not true. HP sans magic return at a very rapid rate in 3E (eg a wizard can return from near-death (0 or 1 hp) to full health in less than a week, or in a day with bedrest).

The slowest healing rates I know of are in B/X (1 hp per day, from memory), but hp totals are also generally lower. Most 1st level PCs are going to recover from near-death 91 hp) to full in not very much time at all.

The "HP=meat" crowd seem to believe that each and every single HP contains an admixture of meat + moxie (with the meat portion decreasing as you level up), whereas the other crowd proposes that individual HP are either (a) one or the other or (b) "abstract", as if that's somehow an answer.
I regard hp as a classic FitM mechanic, connected to combat resilience. When you are losing them, your ability to hold on is ebbing. When you're gaining them, you're experiencing resurgence. The details are to be narrated accordingly - for instance, a 6 hp blow that drops a 2nd level fighter from 20 hp to 14 hp can sometimes be narrated as a nick or scratch (eg if it delivers a poison rider) but on other occasions can be narrated quite differently (eg as a near miss that wears down the fighter's resilience).

I don't think this is too bad as a mechanic. BW uses a version of it for the Duel of Wits (though interestingly not for its actual combat rules); and HeroWars/Quest used to use a version of it ("action points") for its extended conflict mechanic.

Hit points won't work if you don't treat them as FitM. Gygax worked this out at least by 1979 (and he worked out the same thing about saving throws), which is why he characterises them in his DMG in a fashion that could be lifted straight from some Forge-y explantion of FitM written 25-odd years later.

I find it ironic and probably true that in the Great Hit Point Debate, it is too easy to forget to question the hit point mechanic itself.
I haven't forgotten about this. I've got a lot of experience with a system that doesn't use a D&D-style hit point mechanic (Rolemaster) and am familiar with many other systems that don't either.

In those other systems, there may be no mechanical room for the battle captain archetype (eg Rolemaster), or it may have to be done differently (eg Burning Wheel).

I've recently reread the books and it seems to me like there's a bunch of subtle magic going on. (D&D doesn't model this very well, either.) I certainly don't interpret the Theoden episode as restoring HP (or at least not simply that.) Something a lot bigger and mystical than "regaining some HP" is going on there.
In 4e, and in Burning Wheel, and perhaps in other systems too (including maybe other versions of D&D) a lot of the "subtle magic" could be considered to be bonuses to skills (or simlar things like eg abilities to negate failures in a skill challenge). I don't see that it has to be modelled as a spell in the classic D&D sense - and if I've read you right, you agree.

That said, restoring Theoden isn't necessarily hit point restoration. In 4e terms it's more in the neighbourhood of condition removal.

I do not read many of these supposed Warlord exemplars as functioning the way the 4e class did. A lot of "I see X, Y, and Z as Warlords" seem pretty stretched to me. I don't ever recall hearing pre-4e complaints about the failure of the game to model these characters (at least in any way that would pre-sage 4e Warlords).
I don't know about pre-4e complaints. For my part I didn't complain: there were things the game couldn't do, and I played a system (namely, Rolemaster) that in my view did a better job at the things the system could do. When 4e came along and it was obvious that it would do most of what I was getting from Rolemaster plus other stuff too, I changed systems.

On the issue of whether these Warlord exemplars function in a 4e-ish way, I'll reiterate something I said upthread.

In D&D, much of the action happens on an in-fiction timescale with which the authors of romantic fantasy don't deal - the moments and minutes of combat. But due to the D&D legacy, of breaking combat down in to short rounds and resolving it in some detail within those rounds, what takes a short time in-fiction often takes a noticeable time in the real world, at the gameing table. And so emotional response that probably wouldn't typically take place in 12 seconds - like being struck by despair, but then roused out of it - can take place, as a player sees his/her PC (or perhaps the whole party) approach the brink of defeat, but then recover.

The warlord, plus other elements of theme in 4e, in my view play upon the implications for pacing, and the experience of play, of this gap between the imagined world of the fiction and the real world of the metagame. Other genres deploy comparable devices - for instance, super hero comics use dialogue in combats that is not easily imaginable from the in-fiction point of view (there would be neither the time nor the breath to speak all those words) but that fits in well from the real world point of view of someone engaging with the medium (the dialogue conveys story, encourages your eyes to linger longer on the panel, etc).

(Another example wold be Burning Wheel scripting: it's not a model of what happens in the fiction, because conflict doesn't work by particpants prescripting their manoeuvres like that. It's an attempt to make the players at the table experience the same sense of anxiety, uncertainty, surprise and coup that their PCs are experiencing within the fiction.

A contrasting example would be Runequest, which in my view doesn't produce a lot of excitement in the actual resolution of combat, because the player has so few decision points due to the simulationist austerity of the rules that it tends to simply turn into a series of dice rolls.)

For those for whom imagination of the infiction situation is the pre-eminent aspect of RPGing, I would not expect warlords (or 4e more generally) to be that appealing. But for those whose pleasure comes from engaging the mechanics and therefore (in some curious proxy fashion) experiencing some limited version of the emotions the PCs themselves experience, warlords et al I think can convey the sense of being an inspiring leader. The fiction is not identical to Tolkien, but the theme and emotion are there.
 

Given that Gandalf is a Maiar and thus a minor god: Clerical magic.
Ah, t he old problem...

"I want to play a Wizard, like Gandalf".
"But Gandalf isn't a Wizard, he's a kind of angle/god."
"WTF"?

---

In other news, forget the "what ar ehit points discussion". Leave that for later.

For now, we can define the Warlord as someone that can recover hit points. Whether that is magic (martial, arcane, divine, ki, psionic, not at all) or not is irrelevant.

We put the Warlord in a neat module, and if we later decides the "hit points are always or at least partially meat points" is incompataible with Warlords, we just don't use the module when we use hit points as meat points.

That's the beauty of making the game inclusive but modular - we can include even stuff we'd never use personally because they'd might make us vomit or cause brain aneurysm or exploding disbelief suspenders if we had to use them, because we don't have to use them ,and leave them to those that like it.

The only thing that matters is - for the people that like this sort of thing, is it useful? Is it reasonably effective compared to other options?
 
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