I'd still love a response to my question about the narration behind granting a Wizard an extra Action, which he uses to cast another spell. If you're writing the short story in which this happens, what does actually happen?
Mechanically, the warlord uses their power, and the wizard uses their reaction to make a rapid spell attack. Narratively, the warlord points at the enemy and shouts "NOW!" wizard hastily and super quickly fires off the spell as quickly as they do on their turn.
Because the same time is passing on each turn, and the warlord isn't doing anything else that's going to eat up their half-second of time. After all, it's common for a dozen creatures to each take turns during the six seconds of a round. Casting a spell takes virtually no time.
After all, there's already a feat that lets wizards cast spells in place of Opportunity Attacks. (War Caster.) So, by the rules in the PHB, you have time to cast an off turn spell.
I thought we made progress on the extra attack, where I was seeing it as your character messing with the monster, rather than as messing with me. But with the Wizard example (because of the full Action) I'm having trouble interpreting this as anything other than, "The Wizard is so inspired and motivated by the non-magical words of the Warlord that he can do twelve seconds worth of casting in just six seconds." If there's another way of looking at it I really do want to understand.
On the wizard's turn, they're looking for their opening. They're shifting and re-positioning, looking for their best shot. On the warlord's turn, the wizard knows when and where to just attack, and can do so without having to wait for their shot.
Granting attacks/ actions/ movement never really bugged me with the warlord. But I'm not a fan of martial healing. Never have been. That bugs me. And just the idea that the smart, intelligent, tactical leader also being the healer just doesn't mesh with me narratively.
Really, the 4e warlord occupies three different roles: the Charismatic, inspiring leader; the Intelligent, cunning strategist; and the field medic. The inspiring warlord overlaps too much with the bard for my tastes. Focusing on that aspect of the leader diminishes the bard and makes the warlord less unique. But the tactical, strategic commanding officer class is interesting. That's an unfilled role. That's a space for a class to do its own unique thing in a cool way.
Plus, the focus on in-combat restoration of hit points feels like the lazy way of designing those options. It could easily be granting Hit Dice to be used during rests or temporary hit points or resistance to damage. All of which does the same effective thing—let you adventure longer—but in a different way.
But... as I said in my first response, the class isn't free to do it's own unique thing in a cool way. It
has to do it's 4e thing in the 4e way, only in a game that isn't 4th Edition.
Besides that, why would a 5e warlord be able to do something that a 4e warlord couldn't? Who's asking for this?
I am.
The 5e warlord should
absolutely do things the 4e warlord could not.
Because it's not the 4e warlord. It's an upgrade. Every single class in 5e can do things differently than they could in 4e or 3e or 2e. They've all been changed and tweaked and upgraded to do iconic elements unique to that class while emulating the tropes of that archetype.
Is healing iconic to the warlord? Not really. It's just something it could do as a leader. All the leaders could. It was okay at healing, but not the best at restoring hp (that was the cleric). Saying healing is iconic to the warlord is like saying marking was iconic to the fighter. What's iconic was everything else that only they could do and the other leader classes could not. Blended with anything cool the Marshal could do in 3e that got missed in the transition. Plus maybe some ideas pulled from 2e kits.
Warlords couldn't allow casters to cast more spells, so, why would they suddenly gain this ability.
Which was something Tony Vargas used to point out as a flaw of the warlords. In a table with no one with a solid melee basic attack, they weren't very good. If they were at a table with a lot of casters, there was less they could do to lead...
Shouldn't the 5e warlord
fix problems the 4e warlord had?
The warlord would be great in a book like
The Low Magic Campaigns Handbook. Or something. A book with advice, optional rules, and character options focused on playing in a more gritty game where high magic doesn't exist. Suggestions like limiting the full spellcasting classes to level 5 or 10. Perhaps requiring people to have a certain number of levels first. Alternate class features for the ranger and paladin to replace spellcasting, and suggested lists of spells they could instead use that
feel less magical and could be flavoured as skill. Plus alternate healing rules and methods of dealing with lasting status effects. It'd be a good place for 1-3 non-magical classes to fill out the game.
But WotC isn't doing super niche schedule-filling books like that. It'd be a 3rd Party book. (Really... it kinda already exists. It's the
Middle Earth Player's Guide. The Warden in that book is pretty much a non-magical bard.) The D&D team isn't really in the business of putting out books that don't work with their big published adventures or by design will only appeal to a fraction of the audience; they want books that could potentially appeal to their entire fanbase.
But... even in a super low magic campaign... would warlords heal? The whole point of that campaign is the different tone. If things work exactly the same, you haven't gained anything by reducing the amount of magic. Slower healing would be a
feature of that sort of campaign. If the change in tone is just flavour, why not just reskin the cleric? It completely replaces the cleric and you can just flavour its abilities as being mundane...