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[Warlords] Should D&D be tied to D&D Worlds?
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<blockquote data-quote="I'm A Banana" data-source="post: 6144056" data-attributes="member: 2067"><p>This assumption that seems to be part of the core of your argument -- that as long as spike healing exists spike healing must be required -- is false. </p><p></p><p>Spike healing is a particular kind of defense, but it is not an essential or necessary kind of defense, and where it exists, other types of defense could exist, and compete favorably, mechanically, mathematically. There is distinct psychology and flow at work with spike healing, but it is simply one kind of pace. It is not the only way for an inspirational leader to help their allies cling to life despite the cold pull of the grave sans magic. </p><p></p><p>WotC has shown clear interest in designing 5e with these other kinds of defense firmly in mind, and the existence of one spike healer isn't going to automatically mandate that everyone use spike healing.</p><p></p><p>I think 5e is going to go with the default assumption that if you want spike healing, with that particular pace as a goal, you have a cleric in your party, and use healing magic. If you'd like spike healing without the magical fluff, there's HP modules that help facilitate that. This is also something they've showed a clear interest in designing. </p><p></p><p>And regardless, even if you're designing 5e and what you ultimately want is someone who can spike heal without magic fluff attached, you probably don't want a specific character class to do that. It's not a great idea to include a character class that redefines what hit points are for the table -- it's not the best point for that decision. Much better to let the table decide what hit points mean via a module, and then let <em>whoever</em> spike heal (maybe a feat chain with high CHA as a prerequisite) when you've decided that such a thing is possible because HP's aren't meat.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6144056, member: 2067"] This assumption that seems to be part of the core of your argument -- that as long as spike healing exists spike healing must be required -- is false. Spike healing is a particular kind of defense, but it is not an essential or necessary kind of defense, and where it exists, other types of defense could exist, and compete favorably, mechanically, mathematically. There is distinct psychology and flow at work with spike healing, but it is simply one kind of pace. It is not the only way for an inspirational leader to help their allies cling to life despite the cold pull of the grave sans magic. WotC has shown clear interest in designing 5e with these other kinds of defense firmly in mind, and the existence of one spike healer isn't going to automatically mandate that everyone use spike healing. I think 5e is going to go with the default assumption that if you want spike healing, with that particular pace as a goal, you have a cleric in your party, and use healing magic. If you'd like spike healing without the magical fluff, there's HP modules that help facilitate that. This is also something they've showed a clear interest in designing. And regardless, even if you're designing 5e and what you ultimately want is someone who can spike heal without magic fluff attached, you probably don't want a specific character class to do that. It's not a great idea to include a character class that redefines what hit points are for the table -- it's not the best point for that decision. Much better to let the table decide what hit points mean via a module, and then let [I]whoever[/I] spike heal (maybe a feat chain with high CHA as a prerequisite) when you've decided that such a thing is possible because HP's aren't meat. [/QUOTE]
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[Warlords] Should D&D be tied to D&D Worlds?
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