Neonchameleon
Legend
"Virtually the same"? Regaining 1 hp per level engaging in normal activity, x2 for bed rest, x2 again for medical care vs 100% back with a 6 hour rest. That's not really the same for most PCs unless they have terrible luck rolling hit points and don't have a Con bonus.
We've had this discussion before.
For most PCs, recovering full hit points will take a couple of days at least. By shifting the party decision from "Shall we spend 6 hours" to "Shall we spend a few days", you open up a significant strategic difference. To make use of the x2 rate for bed rest, the PCs pretty much have to find a much better venue than holing up in a dungeon cul-de-sac, hoping they won't be found. And that's usually a big decision.
And to this degree of approximation I agree with you. I would point out two things.
1: I consider 4e to be vastly improved by making extended rests take a few days somewhere relatively safe and comfortable. I consider the default tying of extended rests to 8 hours to be a consequence of the wizard having done this historically and so that being why it was implemented this way. And in 4e as long as a character is down healing surges they are still wounded.
2: In 3.X Wands of Cure Light Wounds and Lesser Vigor meant that in practice most parties of level 5 or above simply didn't need to stop for hp.
And what is a pillar of fire but a hail of arrows?
Ten seconds, a can of gasoline, and a match. The arrows burn pretty well.
Wait, I'm confused. So you're saying that because a cleric has to pray for an hour to regain spells... our "warlord" would have to too (since to remove that rule for our "warlord" would be "house-ruling" and you don't want any house-ruling required in the process of playing 5E?) Is that the issue?
It's the single most obvious issue. The biggest issue is actually the "This is a spell" blinking lights that appear within the system of most versions of D&D. A spell is a thing and I do not want my warlord to cast spells. If there is some way to remove all the markers of a spell (the holy symbol, the meditation, the VSM components, the vulnerability to Dispel Magic, and the rest) from the Cleric in Next then refluffing might work. If the fact that something is magic has a direct impact in the game then this doesn't.
Then what about just reskinning that hour spent as the "warlord" going over his strategy guides, tactical plans, and inspiring monologues? Does that work?
For a resourceful Warlord, possibly.
To be honest... I don't think there is anything that a cleric can do (assuming you're smart about the choices you make on some of their spells) that can't be explained away mundanely.
Being countered by Dispel Magic is just the tip of the iceberg.
You just avoid selecting the majorly magical ones.
Cure Wounds is explicitely magical and thought by some to be majorly magical. This is part of the problem.
As @Neonchameleon and others' proposal to give reliable-instantaneous healing to the Warlord rubs me the wrong way, I think this empowerment (entitlement ?) plays a big part, and I would rather have both clerical preach/soothing and Bravelord inspiration working like skills than powers...
I'll drink to that. It's not what I expect to see in Next, however. And it's not anythingI have seen in Next.
The more I read, the more I believe (optional) Hero Points would be a great addition to the game.
Again, I'll drink to that. I do, however, believe that a lot of fans would hate this approach. And again I don't expect to see it in Next except as a very optional rule.
It would solve so many problems ! For instance, they could protect Heroes against certain death (SoD, lava pools, ...), enabling some effects to actually bypass HP, without being DM fiat or "I win" buttons
I'm afraid you've just created a dual currency between hit points and hero points - and we run into Gresham's Law here. That you focus on either whittling Hit Points or Hero Points.
To be clear, I don't personally think it's a good idea just to reskin.
I think @DEFCON 1 is basically right in that there's not really a problem with it if you accept martial encounter/daily powers
The problem with your statement here is that once again you aren't dealing so far as I can tell with D&D Next. Although martial daily powers were certainly in 3.X (see Barbarian Rage for details).
Because of the unified power structure which more or less says "Heroes can bring more and more impressive things when they absolutely have to" martial encounter and daily powers were not something you needed to deal with within the fiction. You could make up whatever justification you wanted. In a more simulationist system methods as opposed to outcomes are indicated. In 4e it's not who you are underneath, but what you do that defines you.
but reskinning shouldn't be required to get the non-magical spike healing jazz.
Agreed.
But the problems with "bow fighters are just rangers!" crops up. I don't think THAT'S a good idea, either.
Part of the problem here is that the 4e PHB Ranger is incredibly bland. The only real ability they get that speaks to nature is training in either Nature or Dungeoneering. What they do is weild bows like a master or two weapons like a blender and know a bit about the outdoors. If I were to watch two people playing a tempest fighter who'd been trained in nature and a PHB two weapon ranger in 4e then until they drew their swords I couldn't tell which was which without looking at their character sheets. The sum total of the outdoorsy skills of the PHB Ranger is a single trained skill that anyone can take for a feat. So if you look at characters through a lens of "What you do on the outside is what defines you" then the problem isn't "Where's the bow or two weapon fighter?" but "Where's the woodsman and tracker? The class calling itself a Ranger is just a skirmishy fighter."
And this, I think, is where a lot of the incomprehension was coming from.
I'd say that's suck adventure design. "It's a team game" applies as much to the DM (or whoever wrote the adventure) as it does to the players. If the only thing you are doing in an adventure can be accomplished by one class, that's not a problem with the classes it's a problem with the adventure.
Who says it's adventure design? I run fairly sandboxy, fairly improvised, and how my players choose to handle any problems is up to them (and often not the way I expected). Also I don't think many adventures speak purely to one class (although we had a fun time when the party was two rangers, a thief, and a vampire - all trained in stealth and with dex as their highest stat).
So the Wizard, even if devoting all his power into a single capability, should always be sub-par in it? So then in a balanced party, why play the Wizard?
1: Flexibility. If you have a clue what is coming you can always be pretty good. Unlike the fighter.
2: Because you want to warp the laws of reality. Or just fly or teleport long distances. Things the rogue and the fighter can never match.
More to the point if a cleric can match a fighter at what a fighter does best and do other things why play the fighter?
Or, as the DCC rpg does you make magic less predictable and include an inherent chance for danger to when it's used.
That too
