D&D 5E Purple Dragon Knight = Warlord?

I'm just reading a lot of what appears to be confirmation bias and unsupported opinion. Sorry, nothing of what you said is dependable with actual facts or statistics.
 

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5e makes a number of assumptions around which the game is tuned, a critical one is encounter/day, which are supposed to 6-8 moderate-hard encounters per day, on average. To handle that kind of 'day' the party needs hp resources, and to handle D&D-style combats it needs in-combat hp restoration, damage mitigation, and other forms of support contributions. An all-martial party, as it stands, can't have those resources, because there are only a few martial-only sub-classes, and they're all focused on DPR as their primary in-combat contribution.

Earlier in this thread I listed out numerous hp resources available to an all martial party... the Rally maneuver, hit dice, Second Wind, Potions of Healing (Greater, Superior, Supreme)... Healer's Kits...Antitoxin...Healer Feat...Inspiring Leader...Lucky (to mitigate save effects)...Durable (mitigate low hit point gains during short rests)...Potions of Vitality... Martial Adept feat (so others can get Rally)...and so on. This also excludes certain class specific abilities like the fighter's Second Wind or Barbarian's rage that allow damage mitigation or healing on a personal level...


Voicing dislike is one thing, and you did, rarely, see someone just mention that they didn't care for 4e, and move on. Even more rarely, you'd see constructive criticism. Neither of those generated the sheer volume of vitriol that marked the edition war. It's the hostility, the negativity, then inability to see or even tolerate other points of view, and the uncompromising need to force the official game to take sides, just to name a few, that marked edition warring.

5e tries to get away from that. It's meant to be a more open and inclusive game, with something for everyone, not a prescriptive One True Way that enshrines one style or appreciation of one prior edition as right. To do that it should avoid even the appearance of validating or appeasing one side of the edition war. Not remotely, no. What could possibly make you think that. So we want a great class from a past edition included in a game meant to be inclusive of past editions. That's not attacking the game, it's just wanting more from it - more of what it's goals aspire to. That the game so far lacks what that class offers is easily corrected by adding the option. Doing so wouldn't take away from the styles already supported. There's nothing negative or malicious about that.

When you clog up the forums (until this temporary one was created) with numerous threads roughly by the same 10 posters about the same thing (a single class)... when you make spurious claims as to what the game can't handle (when in fact it can) to support your desires for a single class... when you use derogatory terms from the edition wars... when yo make the debate over a single class a proxy for the old edition wars... it may be more passive aggressive as opposed to outright negativity... but make no mistake it's still negativity.

I'm not referring to people, today, as h4ters or 4vengers. That's not my intention, maybe I've banged out some poorly-constructed sentences, or perhaps you're just reading that into what I'm saying.

Well I'm not the only one whose called you out for it... so maybe it'd be better, to avoid confusion, if you didn't use the terms since they rarely if ever seem to add anything of worth to what you are stating and aren't facilitating whatever "learning" or "remembrance" you seem to want them too... truth be told the terms are a bit of a deterrent for viewing what you say in a positive or even neutral light... especially, as I commented on before, since you seem to use the "h4ter" term magnitudes more than the "4venger" term.

That's when support contributions can be the most critical, and sub-class features and feats that represent most of the tiny amount of support that a martial character might contribute with the extant options kick in at 3rd or 4th level. One of the reasons only a full class will do.

There are still options for levels 1 & 2 for martial classes who need healing... potions of healing, healer's kits, antitoxin, Second Wind, 1/2 damage for Barb's rage,medicine skill... and if you really want an all martial party that is able to heal up in combat there's a specific variant called out for it in the DMG... that allows a character to use a healing surge in combat and spend up to half his or her hit dice ... for each die spent the character rolls and adds Con modifier regaining that many hit points (why do I need the warlord again??).

It's been successful in selling DM empowerment and the acceptability of homebrews, module & variants to the community in a way the last two eds completely failed to do. Which is great. It doesn't mean that the game can't be improved by adding official options, but it does mean that those who have the time & talent can take up the designer's mantle and add anything they can imagine to the game.There's enough redundancy among the existing classes that WotC could have cut several of them, and left it to DMs to design replacements or players to cobble together substitutes via MCing, backgrounds, & feats. They could have cut the Sorcerer and let fans of the 3.5 class re-skin a wizard for it, for instance. They didn't. The Sorcerer was in a PH1 and, even though it's mechanical shtick was given to Vancian casters, they found another that was an implied aspect of the concept and presented a full class. Maybe not the best-executed in the game, but at least they tried. It's not like the Sorcerer is critical to play styles or the functionality of the game, it doesn't make contributions that different from those of a Wizard, for instance, it opens up concepts that would be awkward to re-skin a wizard for, but that's about it. It's not vital to making the game work, but, it was vital to acknowledging the contributions of 3.5 to the game. Only classes that appeared in a PH1 were up for inclusion in the 5e PH, and the Sorcerer was unique in being the only new class introduced by 3.5, in it's PH1. It wasn't as conspicuous as the Warlord, which was, similarly, the only new class introduced by 4e in it's PH1, but then, no one was warring /against/ 3.5 and demanding it's total exclusion from 5e. But, had it been absent, I'm sure we'd be seeing very nearly as much interest in finally getting it into the game, just we saw for psionics.

Perhaps the warlord just wasn't popular enough or needed enough (especially with the variant healing rules and the support abilities of some of the martial classes) to be included or even to be a priority. It's not about 4e because there are plenty of things from 4e in 5e... it's about the warlord class.

And honestly this is where your rhetoric goes wrong for me, I personally don't like the warlord class... thematically it does nothing for me and actually irks me because it takes away from how I view fantasy tropes (which I've explained before but in a nutshell almost every hero and his sidekick displays the power to inspire people in some way at some point in nearly every story). For others it's their verisimilitude factor and how the warlord breaks it... for others it's the fact that the warlord is in essence making their character "better" at what they are supposed to be a master of without any type of magic or "other" explanation to it, and so on... yet for you it's about 4e and it's inclusion in 5e... for you it's still about the edition wars... the problem is you're the only one fighting them right now with the warlord class as a proxy. Let go of the hurt over 4e and maybe you could start to understand why some people just don't like the walord class that have nothing to do with 4e.

So, really, it's just a matter of including fans of past editions and supporting styles that past editions supported, and avoiding the appearance of 5e coming down on one side of the edition war. Adding the Warlord to 5e is in accord with all of 5e's goals, and the spirit in which it was conceived.

No... it's only about that for you and possibly a scattering of other edition warriors, still trying to stoke the flames and fight the good fight.
 

I'd point out that wanting a lower magic campaign is hardly a 4e thing. Anyone who played Basic/Expert D&D played low magic D&D. 3 of the 8 classes could cast magic, but, it was extremely limited. Clerics only gained spells at second level and up, got no bonus spells, and got to choose form a list of what, 8 spells per spell level? Wizards and Elves were slightly better, getting a single randomly determined spell at 1st level and no additional spells, other than what they could find, at higher levels. And still a list of spells of what, 12 spells per spell level?

Even AD&D didn't go down the road of high magic. Yes, there were a few more spell casting classes, but, the "fighter" type classes only got spells after name level (9th), Bards got spells at 8th, and clerics had virtually no direct combat spells until about 4th or 5th spell level. And again, wizards were limited to a handful of spells and a handful of casting per day.

In either edition, it was perfectly reasonable to go through encounters without seeing a single spell being cast. Generally higher magic campaigns were the result of magic items - 100 charge wands tend to up the magic level of the game. But the classes very much were low magic.

Then comes 3e and then 4e which greatly increase the magic in the game. Vastly expanded spell lists, clerics getting direct combat spells even at 1st level, bonus casting, free spells in spell books, Sorcerers etc. 4e then piled on with at-will casting.

5e has continued that trend, obviously. What, 5 out of 30 some classes without magic by 3rd level? The idea that you'd go an encounter without seeing a single spell is laughable. It's pretty rare to see a single round where no spells are cast.

5e is Harry Potterverse. Not that it isn't balanced. it is and I'm not complaining about that. Everyone is contributing and that's great. But, it's an extremely high magic game. When you have spells (plural) being cast just about every single round of every single encounter, that is NOT a low magic campaign.

What is wanted by me, and I would guess others, is the ability to rein that back in. To go back to a 1e or 2e feel, with low magic heroes, with a modern ruleset that is honestly very cool.

The idea that "low magic campaign" is solely a 4e thing is ludicrous and ignores the history of the game. Good grief, go read Dragonsfoot if you think that low magic is somehow a new thing to D&D.
 

I'd point out that wanting a lower magic campaign is hardly a 4e thing. Anyone who played Basic/Expert D&D played low magic D&D. 3 of the 8 classes could cast magic, but, it was extremely limited. Clerics only gained spells at second level and up, got no bonus spells, and got to choose form a list of what, 8 spells per spell level? Wizards and Elves were slightly better, getting a single randomly determined spell at 1st level and no additional spells, other than what they could find, at higher levels. And still a list of spells of what, 12 spells per spell level?

In the Rules Cyclopedia, twelve spells of each level for Magic Users; nine spells of each level (and only seven levels) for Clerics. Strictly speaking it was possible to get Fighters who were spellcasters too, at twelfth level and up, by becoming either a Paladin or an Avenger (Lawful and Chaotic holy champions respectively). There were some more if you included the Gazeteers and other supplementary material, of course.

Even AD&D didn't go down the road of high magic. Yes, there were a few more spell casting classes, but, the "fighter" type classes only got spells after name level (9th), Bards got spells at 8th, and clerics had virtually no direct combat spells until about 4th or 5th spell level. And again, wizards were limited to a handful of spells and a handful of casting per day.

8th for Paladins and 7th for Rangers, iirc. Also 1e Bards were quite peculiar, and 2e ones were casting from 1st.

In either edition, it was perfectly reasonable to go through encounters without seeing a single spell being cast. Generally higher magic campaigns were the result of magic items - 100 charge wands tend to up the magic level of the game. But the classes very much were low magic.

Then comes 3e and then 4e which greatly increase the magic in the game. Vastly expanded spell lists, clerics getting direct combat spells even at 1st level, bonus casting, free spells in spell books, Sorcerers etc. 4e then piled on with at-will casting.

I would suggest that the big increase in the spell lists started towards the end of 1e and was extremely pronounced in 2e - multi-volume sets of Priest spells and Mage spells (and magic items) certainly suggests so. This not unexpectedly coincides with the Forgotten Realms becoming the leading setting with it's massive emphasis on how cool and amazing and ubiquitous and special Magic! has to be.

5e has continued that trend, obviously. What, 5 out of 30 some classes without magic by 3rd level? The idea that you'd go an encounter without seeing a single spell is laughable. It's pretty rare to see a single round where no spells are cast.

5e is Harry Potterverse. Not that it isn't balanced. it is and I'm not complaining about that. Everyone is contributing and that's great. But, it's an extremely high magic game. When you have spells (plural) being cast just about every single round of every single encounter, that is NOT a low magic campaign.

What is wanted by me, and I would guess others, is the ability to rein that back in. To go back to a 1e or 2e feel, with low magic heroes, with a modern ruleset that is honestly very cool.

The idea that "low magic campaign" is solely a 4e thing is ludicrous and ignores the history of the game. Good grief, go read Dragonsfoot if you think that low magic is somehow a new thing to D&D.

With exactly the same things being emphasised in this edition that were emphasised in 2e and 3e, I'm pretty sure that's not happening.
 

Bluenose said:
With exactly the same things being emphasised in this edition that were emphasised in 2e and 3e, I'm pretty sure that's not happening.

Read more: http://www.enworld.org/forum/showthread.php?471037-Purple-Dragon-Knight-Warlord/page21#ixzz3qoJlNZSl

High magic campaigns were certainly not emphasized in 2e. At least, not at the outset in core. The DMG advises to strongly restrict magic items. Only 4 of the classes could cast spells at 1st level (bards, druids, clerics and MU's) and clerics and druids in the PHB had virtually no direct combat spells until about 3rd spell level for druids and 5th for clerics.

Which is my point. If you wanted to play a low magic campaign pre-3e, it would not be a problem - just stick to core. 3e is the edition that put magic items and spells directly in the player's hands - easily craftable magic items, casters gaining bonus spells, and a greatly expanded spell list. Again, in 2e, you could go entire encounters without using any spells. That's laughable after 3e, though 4e and into 5e. At least 4e included the option of going low magic. 3e and 5e don't do it at all.

And, you talk about Rules Cyclopedia. I was talking about Basic/Expert. Considering the Rules Cyclopedia didn't come out until 1991, there's about a decade of low magic B/E D&D right there.

My point is, outside of 3e and 5e, you could play D&D as a low magic game without any real problem. Adding in a Warlord means that 5e can be played this way as well. Seems a pretty small price to pay to support a style of play as old as the hobby.
 

[MENTION=22779]Hussar[/MENTION] and [MENTION=49017]Bluenose[/MENTION]...

Slight error correction: Bards started at 2nd level. They had no spell slots at first, but gained one at 2nd level. They started with 1d4 spells (rolled randomly) and had to find more while adventuring. They also capped at 6th level magic (leading to the 2/3rds caster of 3e and 5e playtest) but his caster level = his bard level (which when paired with the rogue track was impressive). They had access to ALL wizard spells as well, rather than a unique list. (Yes, that meant magic missile and fireball).

Doing a quick Tally: Non-magical classes in PHB1:

BECMI: 4 (Fighter, Thief, Dwarf, Halfling)
1e: 4 (Fighter, Thief, Assassin, Monk*)
2e: 2 (Fighter, Thief)
3e: 4 (Barbarian, Fighter, Monk* Rogue)
4e: 4 (Fighter, Rogue, Warlord, Ranger)
5e: 4** (Barbarian, Fighter, Monk*, Rogue)

* Assuming non-magical = no spellcasting, not no-supernatural abilities.
** Of course, EK, AT, and Wo4E give spellcasting to these classes, but unlike the other classes, it is possible to remain nonmagical via the majority of their subclass choices)

So 2-4 classes per book (out of anywhere from 7-12 classes) or roughly 1/4th of the classes are "nonmagical" (BECMI is the oddball: 4/7 means the majority are nonmagical but that is skewed by classes essentially being demihuman variants of fighter). That also does mean 3/4ths are partial or total spellcasters though, meaning magic is assumed, if not encouraged.
 

My point is, outside of 3e and 5e, you could play D&D as a low magic game without any real problem. Adding in a Warlord means that 5e can be played this way as well. Seems a pretty small price to pay to support a style of play as old as the hobby.

Calling Bull on this.

D&D has never done low-no magic well. AD&D is lower than 3e on in terms of magical saturation, but its never did either well without extensive houseruling.

Since my days with 1e are limited, I'll use 2e as my great example. First off, as I just said it had the lowest amount of classes with no spellcasting (2/9). Second, there is no "low magic" setting in official AD&D. Dark Sun, the poster child of "low magic" in D&D, still had preservers (which suffered no penalties other than "can't lay waste to nations with my fireball like defilers can", clerics of the elemental realm, druids, templars, and EVERYONE WAS PSIONIC (either with a wild talent or the psionicist class). There were all sorts of things like life-shaped items (magic other another name) as well.

Not very "low" magic to me, and it doesn't get better from there. The majority of non-humanoid/non-animal monsters have magic (be it innately, spellcasting ability, or were created by it like undead or constructs). Every module ever was awash in it. Every setting had at least one high level wizard (most had several) and almost all of them introduced new spells, magic items, and spellcaster classes. And that was 2e.

D&D, it seems, has never tried to support nor actually supported, low magic. No magic is practically impossible without severe modifications to the ruleset and huge changes to source material (everything from monsters to math).

In that sense, 5e isn't much further off that 2e is. I mean, if your going to limit spellcasting then cutting EK/AT is as easy as cutting wizards and clerics. Unlike 3e, there is no assumption of PC crafting magic items, nor is there an assumed Christmas Tree of items needed to keep the math working (like 3e and 4e).

Which brings us back around to the thrust of this tangent; is a warlord needed to do nonmagical?

Well, 35 years of D&D before 2008 is asking that question. If you say "yes", then you agree nonmagical play was impossible before 4e. If you say "no", then you agree that a warlord is unneeded (not unwanted, but unneeded) to do nonmagical play.
 

High magic campaigns were certainly not emphasized in 2e. At least, not at the outset in core. The DMG advises to strongly restrict magic items. Only 4 of the classes could cast spells at 1st level (bards, druids, clerics and MU's) and clerics and druids in the PHB had virtually no direct combat spells until about 3rd spell level for druids and 5th for clerics.

You realize in 5e the purview of magic items is totally under the control of the DM... thus magic items, creation, etc. are as restricted as the DM wants them to be. I'm not sure why the number of classes that can cast spells at 1st level is relevant...especially if they can cast spells once they go beyond 1st level... or are you claiming a low-magic campaign won't rise higher than 1st level??

Which is my point. If you wanted to play a low magic campaign pre-3e, it would not be a problem - just stick to core. 3e is the edition that put magic items and spells directly in the player's hands - easily craftable magic items, casters gaining bonus spells, and a greatly expanded spell list. Again, in 2e, you could go entire encounters without using any spells. That's laughable after 3e, though 4e and into 5e. At least 4e included the option of going low magic. 3e and 5e don't do it at all.

Bull... as has been shown in this very thread. Again, this vague assertion is presented without any specifics or any examples to back it up. 5e gives you the tools and options to run a low-magic game... at least in so well as any other edition did...

My point is, outside of 3e and 5e, you could play D&D as a low magic game without any real problem. Adding in a Warlord means that 5e can be played this way as well. Seems a pretty small price to pay to support a style of play as old as the hobby.

Again... bull 5e can easily handle a low magic game... For how... please read my previous posts in this very thread.
 

It doesn't mean that the game can't be improved by adding official options,

Sure, I never argued against this line of thinking.

It wasn't as conspicuous as the Warlord, which was, similarly, the only new class introduced by 4e in it's PH1, but then, no one was warring /against/ 3.5 and demanding it's total exclusion from 5e. But, had it been absent, I'm sure we'd be seeing very nearly as much interest in finally getting it into the game, just we saw for psionics.

So, really, it's just a matter of including fans of past editions and supporting styles that past editions supported, and avoiding the appearance of 5e coming down on one side of the edition war. Adding the Warlord to 5e is in accord with all of 5e's goals, and the spirit in which it was conceived.

I hear you, but -
Tiefling and Dragonborn included. Second Wind included. Action Surge included. Saving Throws per Round included. some 4e Fighter and 4e Warlord type powers included as Manuevers. Hit Dice Mechanic is a variant on the 4e Surge Mechanic. I could go on.
What I'm saying is, if it weren't the Warlord, it would be something else.
 
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Tiefling and Dragonborn included. Second Wind included. Action Surge included. Saving Throws per Round included. some 4e Fighter and 4e Warlord type powers included as Manuevers. Hit Dice Mechanic is a variant on the 4e Surge Mechanic. I could go on.
What I'm saying is, if it weren't the Warlord, it would be something else.

Exactly.

The notion that 5e completely forgot 4e existed (or tried to remove all evidence of it) is patently false. In addition to the items you listed, there is plenty of other elements that made the jump (abilities that recharge on short rests, unaligned, marking maneuver, eladrin as a sample subrace, Dawn War deities in the DMG, dozens of spells derived from 4e powers, succubi working with devils, etc). The thing is, they didn't make it over in the form they existed in 4e.

That's not a slam against that edition, however. I could make a reasonable list of the things that came over from 3e (feats, ability score increases, skills, multi-classing, sorcerers, etc) that don't work like they did in 3e either. (Especially true on sorcerers, note the number of complaints geared at how they don't feel "like 3e sorcerers").

So while I don't disagree that having a single warlord class would be a nice thing for those who want said thing, I don't believe WotC is obligated to give it to you. They are not obligated out of some sense of entitlement born out of internet message-board fights, nor our they obligated to support low/no magical styles any more than they are obligated to support Masque of the Red Death (1890's gothic horror).

Its fine to want a warlord class, but its folly to demand WotC make you one.
 

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