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