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[Warlords] Should D&D be tied to D&D Worlds?
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<blockquote data-quote="Draffyr" data-source="post: 6145168" data-attributes="member: 6747169"><p>I'm surprised no one, especially [MENTION=2067]Kamikaze Midget[/MENTION] after the thought experiment inspiring banner item, has mentioned the Herbalism feat. It already is a non-magical way to provide spike healing, or at least to create a potion (that could easily be noted to be either magical or a mix of herbs in its description in the equipment pdf) that can spike heal without magic. It doesn't scale, and it isn't as powerful as a Cleric's healing ability, but it's accessible to everyone like KM's thought experiment banner. It could also be re-fluffed as being a healing ointment that stops bleeding and dulls pained for those that want HP-as-meat, or it can be a confidence-boosting elixir (I can't help but think of that as some kind of illegal drug, but that's not what I mean) for those that want HP-as-not-(just-)meat. It's not inspiration-based, but it's an existing game mechanic that serves as a basis for something other than a class ability that could support inspirational spike healing.</p><p></p><p>How about a feat like this:</p><p><strong>Inspiring Word</strong></p><p>Years of rousing the downhearted have taught you to know just what to say in the heat of battle.</p><p>Prerequisite: Cha 13 or higher</p><p>Benefit: Once (or twice, depending on balancing issues) per encounter, you can use an action to encourage one of your allies to keep fighting. The target recovers hit points equal to 2d4+2.</p><p></p><p>I took the amount healed straight from the Healing Potion description, so I don't expect it to be balanced in an overall sense--Herbalism has time and monetary investments, but a character can carry dozens, depending on their time, gold, and carrying capacity--but it's just a quick idea for people who know the math better to work with if they want. Personally, spike healing for that much seems overpowered to use often, so I would probably dial back the amount healed to 1d4+2 or some such once per encounter, but again, it's just a starting point for others to improve upon.</p><p></p><p>And for people that want HP-as-meat, the feat could be house-ruled (or renamed and fluffed to describe it as being either) to be a Bactine healer: The character has some bandages prepped with the D&D equivalent of a styptic chemical and an analgesic, and it takes an action to slap it on.</p></blockquote><p></p>
[QUOTE="Draffyr, post: 6145168, member: 6747169"] I'm surprised no one, especially [MENTION=2067]Kamikaze Midget[/MENTION] after the thought experiment inspiring banner item, has mentioned the Herbalism feat. It already is a non-magical way to provide spike healing, or at least to create a potion (that could easily be noted to be either magical or a mix of herbs in its description in the equipment pdf) that can spike heal without magic. It doesn't scale, and it isn't as powerful as a Cleric's healing ability, but it's accessible to everyone like KM's thought experiment banner. It could also be re-fluffed as being a healing ointment that stops bleeding and dulls pained for those that want HP-as-meat, or it can be a confidence-boosting elixir (I can't help but think of that as some kind of illegal drug, but that's not what I mean) for those that want HP-as-not-(just-)meat. It's not inspiration-based, but it's an existing game mechanic that serves as a basis for something other than a class ability that could support inspirational spike healing. How about a feat like this: [B]Inspiring Word[/B] Years of rousing the downhearted have taught you to know just what to say in the heat of battle. Prerequisite: Cha 13 or higher Benefit: Once (or twice, depending on balancing issues) per encounter, you can use an action to encourage one of your allies to keep fighting. The target recovers hit points equal to 2d4+2. I took the amount healed straight from the Healing Potion description, so I don't expect it to be balanced in an overall sense--Herbalism has time and monetary investments, but a character can carry dozens, depending on their time, gold, and carrying capacity--but it's just a quick idea for people who know the math better to work with if they want. Personally, spike healing for that much seems overpowered to use often, so I would probably dial back the amount healed to 1d4+2 or some such once per encounter, but again, it's just a starting point for others to improve upon. And for people that want HP-as-meat, the feat could be house-ruled (or renamed and fluffed to describe it as being either) to be a Bactine healer: The character has some bandages prepped with the D&D equivalent of a styptic chemical and an analgesic, and it takes an action to slap it on. [/QUOTE]
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