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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: 6145222" data-attributes="member: 2067"><p>Awesome awesome. So, to tie it back around to what has been mentioned as happening in 5e: I think that one likely version of a "heroic rapid healing" module as mentioned in the article I linked to upthread could include a bunch of rules that would be tagged with that [Inspiration] tag.</p><p></p><p>As part of that module, they give you....lets keep it simple just say they give you "alternative class features" that include a non-magical cleric-equivalent spike heal, in exchange for some bit of your original class (maybe lower armor proficiency and/or HP? Probably too niche...but anyway). There's probably other HP-as-not-meat alternative class features here, too (an insult that works as a striker die? Sure! The ability to roll a skill check and heal HP? Why not!). Maybe the module brings back healing surges (a solid heroic fast-healing mechanic if I've ever met one) and then has the new class features tie back into those. I could imagine a heroic fast-healing module where you could effectively port over Inspiring Word wholesale, appropriately cost it (ie: you give up some other element of your class to do it, maybe you need a high CHA, an opportunity cost), and <em>et viola!</em>, there's your HP module that allows PC's to operate without magic nearly precisely as if they had a cleric with non-magical spike healing. I don't imagine it'll be quite so exact, but I absolutely see the potential for a heroic fast-healing module to include non-magical spike healing as something that characters (at least somewhat independent of class) can opt into. </p><p></p><p>Kind of awesomely, such a module would even allow for non-magical clerics who could swap out high-special-FX god-sparkles for low-special-FX soothing words and consoling and the like....which is actually kind of right up the ally of a kind of character I'd like to play...but anyway...</p><p></p><p>I get you might not think such a thing is within the scope of 5e, and you may very well be right in that, but if it was? If 5e includes something like that, that would meet your needs, yes? Because then our only real disagreement is the very understandable one of, "Is 5e capable of this?"</p><p></p><p></p><p></p><p></p><p>Yeah, no, this makes sense. It's totally fair and even I think really useful during a playtest period to be skeptical and to challenge the designers to <em>show</em> and not just tell. This is part of why I'm annoyed at their most recent playtest release, honestly: incremental changes don't give me the things I want to test the most, they don't show me anything interesting about what 5e can do. I'd love to see them spit out the heroic healing module in the playtest. </p><p></p><p>But the playtest isn't a preview, right? Something strictly equivalent to cure spells with the magical fluff filed off probably doesn't need much testing: it should work exactly like magical healing, after all. That's part of the point, if I read you right: in your mind, to actually replace magical healing, it needs to work exactly the same, only not be magical. </p><p></p><p>At any rate, the need for a specific warlord class seems to be something we can move past, into maybe how non-magical spike healing should be presented in 5e, or what you'd like out of a fast-healing or non-magical module for the game. I think you'd get a <em>whole lot</em> of agreement across all edition loyalties, that there should be a way to turn 5e into a game that doesn't require magical healing.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6145222, member: 2067"] Awesome awesome. So, to tie it back around to what has been mentioned as happening in 5e: I think that one likely version of a "heroic rapid healing" module as mentioned in the article I linked to upthread could include a bunch of rules that would be tagged with that [Inspiration] tag. As part of that module, they give you....lets keep it simple just say they give you "alternative class features" that include a non-magical cleric-equivalent spike heal, in exchange for some bit of your original class (maybe lower armor proficiency and/or HP? Probably too niche...but anyway). There's probably other HP-as-not-meat alternative class features here, too (an insult that works as a striker die? Sure! The ability to roll a skill check and heal HP? Why not!). Maybe the module brings back healing surges (a solid heroic fast-healing mechanic if I've ever met one) and then has the new class features tie back into those. I could imagine a heroic fast-healing module where you could effectively port over Inspiring Word wholesale, appropriately cost it (ie: you give up some other element of your class to do it, maybe you need a high CHA, an opportunity cost), and [I]et viola![/I], there's your HP module that allows PC's to operate without magic nearly precisely as if they had a cleric with non-magical spike healing. I don't imagine it'll be quite so exact, but I absolutely see the potential for a heroic fast-healing module to include non-magical spike healing as something that characters (at least somewhat independent of class) can opt into. Kind of awesomely, such a module would even allow for non-magical clerics who could swap out high-special-FX god-sparkles for low-special-FX soothing words and consoling and the like....which is actually kind of right up the ally of a kind of character I'd like to play...but anyway... I get you might not think such a thing is within the scope of 5e, and you may very well be right in that, but if it was? If 5e includes something like that, that would meet your needs, yes? Because then our only real disagreement is the very understandable one of, "Is 5e capable of this?" Yeah, no, this makes sense. It's totally fair and even I think really useful during a playtest period to be skeptical and to challenge the designers to [I]show[/I] and not just tell. This is part of why I'm annoyed at their most recent playtest release, honestly: incremental changes don't give me the things I want to test the most, they don't show me anything interesting about what 5e can do. I'd love to see them spit out the heroic healing module in the playtest. But the playtest isn't a preview, right? Something strictly equivalent to cure spells with the magical fluff filed off probably doesn't need much testing: it should work exactly like magical healing, after all. That's part of the point, if I read you right: in your mind, to actually replace magical healing, it needs to work exactly the same, only not be magical. At any rate, the need for a specific warlord class seems to be something we can move past, into maybe how non-magical spike healing should be presented in 5e, or what you'd like out of a fast-healing or non-magical module for the game. I think you'd get a [I]whole lot[/I] of agreement across all edition loyalties, that there should be a way to turn 5e into a game that doesn't require magical healing. [/QUOTE]
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