AbdulAlhazred
Legend
The super quick fight does exist at my table in RCD&D. If there's a "speed bump" encounter where the goal is some level of attrition and to provide a little progress, we don't use minis and it's pretty easy for people to figure out what they want to do. We use group initiative, declare actions at the beginning of the round, and insist that people don't have a lot of time to think things through. A person is usually ready with both to-hit and damage dice when we get to them, they roll, declare results, and we're onto the next person. I often roll a handful of different color dice for the monsters at the same time and can adjudicate things fast. I won't say we have 5-minute combats, but 10-20 minutes happens.
For pacing, I try to have a mix of short speed bumps, long climactic set pieces, and occasional more-involved encounters in the middle to round things out. Short ones are 10-20 minutes, medium ones 45-60 minutes, and set-pieces are the focus of an evening.
For fights to be fast people need to drop. For easy fights, enemies with low hp are great for this. Fights against harder foes are trickier. In those cases, i think both sides bing able to ish out heavy damage works well. I dont want two sides whittling away at each other one lugubrious round after the next. I want people to drop. Ups the speed, raises the stakes and (for me) makes it more exciting. But again, i come at cinematic from a very non-D&D approach.
Well, if the marshal may get something like the following, it may go a long way to cover those cases.
Inspirational Frenzy: 1 minute actvation, Range 30 feet, Target all sentient allies [Mind-affecting, Language];
All listeners receive temporary hit points equal to their Con score with a miniimum of 10 points gained. The hit points will last one hour or until the next battle is complete whichever is less.
That substitutes for a bunch of healing. It may not bring someone back to consciousness, but it prevents them from entering that state in the first place when they normally would. And as for healing between fights, if the individuals took less than the temporary hp damage, it's as if they're untouched.
Now it is true that the character couldn't use this during a fight, but he may have something like the following:
Rally: Standard action actvation, Range 30 feet, Target all sentient allies [Mind-affecting, Language];
All listeners receive temporary hit points equal to the Martial level of the character and develop unshakable morele. Use of the ability reduces the Marshal's hp the same amount granted. This can leave the marshal unconscious at the end of the round. The hit points will last 5 minutes or until the next battle is complete whichever is less.
Thee abilities will only shine if hit points and damage are reduced to pre-3e inflation levels, of course.
I think the reason this wasn't the path taken in 4e for instance was the feeling that without equivalent capabilities, at least WRT hit points, that some leaders would be "second stringers" and you would be right back to the 'needz hit point battery' cleric-mandatory party. Again, in a game that is fairly cinematic and thus basically super heroic ideas like a battle captain screaming at you as you lie bleeding on the ground and inspiring you to get up, wipe the blood out of your face, and get back in there are neither far-fetched nor inappropriate. IMHO 5e should simply acknowledge that some archetypes, like that one, are not going to be desirable to some players/groups and thus [MENTION=85555]Bedrockgames[/MENTION] for instance perhaps, can leave out that class or use it without its healing powers.