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[Warlords] Should D&D be tied to D&D Worlds?
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<blockquote data-quote="Neonchameleon" data-source="post: 6146916" data-attributes="member: 87792"><p>The problem is that every option you offered to put a Warlord into Next involved utterly changing the direction of the bits of D&D Next we have seen so far. And as Pemerton pointed out, the mechanics as they exist are very weak.</p><p></p><p></p><p></p><p>No. It looks at the track record and says that your style is directly against what was stated for both 1e and 4e. And it is incoherent. There is nothing wrong with you playing that way. But if you want to redefine hit points to be meat <em>put that in a module</em>. It should not be the default.</p><p></p><p></p><p></p><p>You're confusing two things. You specifically claimed that healing in some editions is slow, and used that for evidence. I demonstrated that healing time in any edition is not even close to slow, and used that to take your points off the table. You can have meaty hit points and fast off-screen healing. But fast off-screen healing is correlated with non-meaty hit points. And healing in every single edition of D&D has been fast.</p><p></p><p></p><p></p><p>You aren't, so far as I can tell, modelling them at all. Or do you have a rules hack?</p><p></p><p></p><p></p><p>I'm not assuming you're doing it wrong. Whatever works at your table. I'm assuming that you are doing things in a styalised manner that is directly contrary to the assumptions of <em>at least</em> two editions and leads to direct narrative self-contradiction when you examine it. And as such this approach should be in a module and not the default.</p><p></p><p>You seem to want the warlord to be restricted to a module. Why must your means of handling hit points be the default when it's directly contradicted by <em>two entire editions?</em> </p><p></p><p></p><p></p><p>That's because the big dang awesome heroes are taking cosmetic damage. Which is precisely how non-meat works.</p><p></p><p></p><p></p><p>Such a pity that they effectively removed healing surges from the game. Because that's the happy medium that means the wounds don't actually disappear, but you overcome them. The wound is only actually <em>healed</em> when you regain the healing surges. The wound takes you down mostly with shock and you force yourself back to your feet. But genuine healing takes either <em>surgeless</em> hit point restoration or recovery of healing surges.</p><p></p><p></p><p></p><p>The limiting factor on the recovery period (like so much else) is the cleric. Hit point recovery needs to be on approximately the same cycle as cleric healing spells otherwise healing is a game of "Wait for the cleric". Which is why I'm in favour of the 4e Extended Rests with a sidebar discussing what effect setting the rests has on a campaign. (Mine take considerably longer than 8 hours).</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6146916, member: 87792"] The problem is that every option you offered to put a Warlord into Next involved utterly changing the direction of the bits of D&D Next we have seen so far. And as Pemerton pointed out, the mechanics as they exist are very weak. No. It looks at the track record and says that your style is directly against what was stated for both 1e and 4e. And it is incoherent. There is nothing wrong with you playing that way. But if you want to redefine hit points to be meat [I]put that in a module[/I]. It should not be the default. You're confusing two things. You specifically claimed that healing in some editions is slow, and used that for evidence. I demonstrated that healing time in any edition is not even close to slow, and used that to take your points off the table. You can have meaty hit points and fast off-screen healing. But fast off-screen healing is correlated with non-meaty hit points. And healing in every single edition of D&D has been fast. You aren't, so far as I can tell, modelling them at all. Or do you have a rules hack? I'm not assuming you're doing it wrong. Whatever works at your table. I'm assuming that you are doing things in a styalised manner that is directly contrary to the assumptions of [I]at least[/I] two editions and leads to direct narrative self-contradiction when you examine it. And as such this approach should be in a module and not the default. You seem to want the warlord to be restricted to a module. Why must your means of handling hit points be the default when it's directly contradicted by [I]two entire editions?[/I] That's because the big dang awesome heroes are taking cosmetic damage. Which is precisely how non-meat works. Such a pity that they effectively removed healing surges from the game. Because that's the happy medium that means the wounds don't actually disappear, but you overcome them. The wound is only actually [I]healed[/I] when you regain the healing surges. The wound takes you down mostly with shock and you force yourself back to your feet. But genuine healing takes either [I]surgeless[/I] hit point restoration or recovery of healing surges. The limiting factor on the recovery period (like so much else) is the cleric. Hit point recovery needs to be on approximately the same cycle as cleric healing spells otherwise healing is a game of "Wait for the cleric". Which is why I'm in favour of the 4e Extended Rests with a sidebar discussing what effect setting the rests has on a campaign. (Mine take considerably longer than 8 hours). [/QUOTE]
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[Warlords] Should D&D be tied to D&D Worlds?
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