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Mike Mearls Happy Fun Hour: The Warlord

I maintain that if people really wanted a warlord for their games there'd be far more posts on threads designing warlords (like THIS one) with design advice and playtest feedback and fewer posts in threads where people just argue about what one could theoretically look like.

Warlord fans don't really want a warlord.
They want to argue about the warlord. They want to continue the ten-year-old debate of whether or not warlords should exist.
 

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Tony Vargas

Legend
Can you in turn link to a quote where they said an official design goal of D&D 5e was supposed to accommodate every desire of every previous player who has played a previous edition of D&D?
Not every desire ("I want a *!"), but to be 'for' fans of every past edition, yes. I was in the habit of providing that link (http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120409) until WotC razed the D&D community where it was to be found. Also the 'Crystal Clear Guidance' link (http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120716), which I'd use an example of a playtest promise 5e carried through on and delivered.







* this is actually giving me trouble. The classic little kid line is obviously "I want a pony!" but you can totally buy a pony in D&D. Then I though "lightsaber!" but, hey, 3e had brilliant energy weapons and 4e had radiant weapons and there's mordenkainen's sword which is a dancing lightsaber. So, I thought, full-on sci-fi, how 'bout "a phaser!" - but then I remembered, oh yeah, wizards can cast Disintegrate. "Submarine!" Apparatus of Kwalish...

I'll get back to this rejoinder later...

Edit: Ok, got one: "...Convertible!" (Now someone's going to tell me there was a Heward's Mystical Rag-top in Expedition to White Plume Marsh or something.)
 
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Imaro

Legend
Not every desire (I want a *!), but to be 'for' fans of every past edition, yes. I was in the habit of providing that link (http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120409) until WotC razed the D&D community where it was to be found. Also the 'Crystal Clear Guidance' link (http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120716), which I'd use an example of a playtest promise 5e carried through on and delivered.

And yet you use it as some kind of support for a very specific desire. In fact I would argue that in order for one to be considered a fan of D&D, you would have to like D&D as a whole not just like a single, very specific component of a particular edition... that would make you a fan of that component but not necessarily a D&D fan.

Also, so no... you can't provide the very same proof you demanded of another poster because neither of those links actually work.
 

Tony Vargas

Legend
In fact I would argue that in order for one to be considered a fan of D&D, you would have to like D&D as a whole not just like a single, very specific component of a particular edition... that would make you a fan of that component but not necessarily a D&D fan.
An amusing argument, and one you might have trotted out to 10 years ago, when grognards were insisting that only TSR D&D was really D&D and 3.5-only fans were rejecting the current ed, and books were being burned...

Anyway, here's the L&L, on the Wayback machine: https://web.archive.org/web/20120724004703/www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120409

Here are some of the relevant quotes:

Goal #2: Reunification through Diversity
Traditionally, D&D editions have focused on specific play styles. This approach has fragmented the community over time. The next iteration must stretch the system to cover a wider variety of play styles through character and DM options. By looking at past editions and incorporating their elements as core or optional rules, we can allow players and groups to place the focus where they want it.
Game Design
The new system must create a mechanical and mathematical framework that the play experience of all editions of D&D can rest within. One player can create a 4th-Edition style character while another can build a 1st-Edition one. Complexity and individual experiences rest in the players' hands.

And, interestingly, from the same article, here's a bit that support's one of OB1's assertions, the one about single-character viability:

Goal #3: Reunification through Accessibility
D&D has traditionally required large amounts of time, a large play group, and a sustained commitment. The design process must focus on play time, group size, speed of play, and length of campaigns, with an eye toward reducing the minimum required from each area. Players who want a longer play time and so forth can easily scale up the game to meet their needs and opt into the various rules modules we'll provide or that they'll build themselves. However, our standard goal is to remove minimum group sizes, allow for a complete adventure in one hour of play, and satisfying campaigns in 50 hours of play.

So there's that. Apologies. OB1. 5/4 be with you.
 
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Imaro

Legend
An amusing argument, and one you might have trotted out to 10 years ago, when grognards were insisting that only TSR D&D was really D&D and 3.5-only fans were rejecting the current ed, and books were being burned...

*Sigh* Tony... always declaring everyone else an edition warrior and yet forever dwelling in the past. If those past actions bothered you so much at the time...why didn't you trot the argument out? Perhaps because the edition warrior label is more conveniently trotted out now to disparage those who disagree with you?


Cool. Thanks.

Here are some of the relevant quotes:

Ok so...

Reunification through Diversity... are you claiming that 5e doesn't support a variety of playstyles? That it doesn't offer a variety of player and DM options? Or that it doesn't incorporate elements of past editions as core or optional rules? Honestly I think it hit all 3 of these but I'm open to being convinced otherwise if you can show that none of these took place. Of course I don't see the warlord class as a necessity to fulfill any of these stated goals and thus I fail to see how this quote supports your assertion that without a warlord class 5e has failed it's design goals.

As to the second quote... Are you saying a 4th edition style character can't be created in 5e (emphasis mine)? And again not seeing how the specific warlord class is necessary to meet this goal as there were far more 4e classes than the warlord... thus again, it's nice info but it's not supporting your oft-touted "no warlord = failure of goals" mantra.


OAN: I hope they do create a warlord for those who want one, I don't have any real interest in it as I and my group saw a grand total of one played for a short time during our 4e years... but that doesn't mean everyone else who loved the class doesn't deserve one (though honestly outside of forums and message boards I wonder how many people even care). However you Tony have repeatedly used hyperbole, exaggeration and skewed interpretation to push for the warlord class and that just isn't cool. You want a warlord class cool, discuss and advocate for it on it's own merits but declaring that without it 5e has failed it's design goals is just utter nonsense bordering on the type of edition warring you tend to accuse anyone not sharing your viewpoint of partaking in.
 

An additional relevant quote from that article:

More importantly, we must look beyond the mechanics of the game to focus on the archetypes, literary tropes, and cultural elements that built D&D. We must build a fighter that resonates as a warrior, not one simply cobbled together with mechanics pilfered from D&D's past. The key game experience of D&D lies at the game table. Our work must start by focusing on the key elements of D&D and the unique traits of a tabletop RPG. The mechanics must support those two factors, not the other way around.
Much of the demands being made for the warlord rest heavily on the mechanics, which is explicitly a non-goal. The mechanics need to support the design, rather than the design be a paint of coat to describe the mechanics.

I would assert that a warlord as a "non-magical support character" is a failed design starting point. A warlord as "a military leader, a skilled commander gifted with tactical genius, keen insight, an inspiring personality, or some other asset that convinces others to follow him or her into danger" is a solid basis for a design. However, it must toss aside any mechanical 'requirement'.

Put another way, a player isn't going to choose to play a warlord because it grants extra attacks. A player will choose to play a warlord because he wants to be that tactical genius, or she wants to be that inspiring military leader that people follow. The mechanics must support the design, they do not define the design.

From there, you ask, "How is a being a tactical genius expressed in gameplay?" Or, "What does it mean to inspire loyalty strongly enough for people to follow you?" You then create the mechanics that follow from those questions. And you focus on the 'show' (eg: Mike's Tactical Focus area; casting Shield of Faith), not 'tell' (eg: you give someone +2 to their AC).
 

Tony Vargas

Legend
*Sigh* Tony... If those past actions bothered you so much at the time...why didn't you trot the argument out?
Because it's completely bogus, Imaro. ...oh, yeah: "*Sigh*" ...

Reunification through Diversity... are you claiming that 5e doesn't support a variety of playstyles?
Not a /wider variety/, as the goal was stated, not yet. It does fairly neatly cover the styles most readily expressed in basic & AD&D, and at least reaches somewhat into the 3.x realm if you turn on enough optional rules, but not arguably enough to be satisfying to a hard-core 3.5 fan who has no appreciation for other styles, or who really wants a lot more empowerment on the player side of the screen...

That it doesn't offer a variety of player and DM options?
Player options, not so much, again, not compared to the other WotC era editions, nor, quite, to later 2e, though it's slowly getting closer. DM options, though, aplenty. And, via that it can be /open/ to a DM supporting an unsupported play style or adding player options. So points for the right direction, and not actually slamming the door.
Or that it doesn't incorporate elements of past editions as core or optional rules?
It certainly incorporates many elements - more, for instance, from 4e than most give it credit/blame for - often very small elements that don't mesh the same way they used to, but certainly plenty. It even has a unique way of including radically different elements in one single rule. HD are the shining example. They're HD, just like in 1e, and also a bit like surges in 4e.

5e also succeeds in including things that aren't exactly elements of a past edition, but deliver something a past edition did. The Bladesinger, for instance, is not TSR-era multi-classing, but it is a nominally elf-only option that feels a good deal like a classic Elf or elf fighter/magic-user.

Of course I don't see the warlord class as a necessity to fulfill any of these stated goals
Well, of course, you don't see it that way. If we only examine the things we want, we're not checking for overall diversity.

As to the second quote... Are you saying a 4th edition style character can't be created in 5e
Not just that, no. There's also 3.x style characters that cannot be created in 5e, even with Feats & MCing turned on. The ones that stand out to me are, of course, the one's I most enjoyed: carefully-crafted 3.x fighter builds, 3.x build-to-concept Sorcerers, and the topic of this thread, the Warlord - but, at release, 5e also lacked a psion, and still lacks one both in name and in print, and it still lacks PrCs and Epic-level play. With it's slow pace of release, though, it's not surprising nor unfair that it's taking it's time, especially with that last, as even at 5e's fast-combat/fast-levelling pace, it takes a while to not only hit 20th, but get bored with it!

there were far more 4e classes than the warlord...
The Warlord was the only unique-to-4e class in a PH1, so certainly needs to be first in line. There were not a whole lot of others. The Warden and Avanger, technically the Invoker (though the traditional Cleric prettymuch subsumes it completely). The Shaman, Swordmage, Artificer, Psion, Ardent, and Battlemind (under the name psychic warrior) have all been in other editions, and the Seeker & Rune Priest were prettymuch stillborn, and the Seeker was just 4e's bizzaro version of the traditionally magic-using Ranger, which (in its more classic form, obviously) 5e went with, anyway.

I hope they do create a warlord for those who want one, I don't have any real interest in it
Which is why you don't bomb warlord threads and attack anything it's proponents have say.

An additional relevant quote from that article:
Yeah, that one hasn't gone as well as the others. There was a lot of 'grandfathering' in vague concepts. The Ranger, Sorcerer, and Fighter all suffered from lack of a clear enough archetype/trope/whatever outside of D&D's traditions and class-history - the Ranger, in particular, suffering from it in lack of direction.

To actually have gone there, they'd've had to at least consider consolidating the Fighter, Barbarian, non-casting Ranger, and/or Rogue or even Monk for that matter, not to mention actually changing the Fighter's name to something less suggestive of single-pillar-specialization and carried through with what that implied. We probably wouldn't have gotten all three of Warlock, Sorcerer & Wizard.

The Druid, I have to admit, as delighted as I am with the 5e version, could as easily have been a Cleric sub-class (as it was, in name, in 1e, which was actually my favorite version of the class). My problem with that would have been that a sub-class in 5e can't be as different from the base class as it was in 1e. Indeed, the 5e Druid's casting is still not as distinct from the Cleric's as it was as a 'sub-class' in 1e.

I think that's one area where the goals were in conflict with eachother. Making D&D more grounded in genre and archetypes would have made it less D&D, and hurt it's ability to capture the feel & elements of each prior edition.

Much of the demands being made for the warlord rest heavily on the mechanics
People who don't want the warlord spend a lot of effort in articulating what those who do want, rather than listening to them. I'm just say'n. You could've at least thrown in a "seems" there, or something, to acknowledge that you're not speaking as someone who wants the class, nor seems to understand why anyone would want it.

The mechanics need to support the design, rather than the design be a paint of coat to describe the mechanics.
Which is the major problem with the Warlord as Fighter sub-class. It focuses on mechanics - Extra Attack, Second Wind, Action Surge, d10 HD, etc, rather than on archetypes.

A warlord as "a military leader, a skilled commander gifted with tactical genius, keen insight, an inspiring personality, or some other asset that convinces others to follow him or her into danger" is a solid basis for a design. However, it must toss aside any mechanical 'requirement'.
For instance, the mechanical requirement that every warlord be a bad-ass whirlwind of destruction on the battlefield.

I would assert that a warlord as a "non-magical support character" is a failed design starting point.
Because it's a mechanical requirement? But, it references no mechanics, at all. It's a critical part of the concept - it's not defined by using magic, unlike the Warlock, Wizard, Cleric, Druid, Bard, Sorcerer, Paladin, Ranger, and, apparently Monk & Mystic - and a general category of contribution to the party's success.

Put another way, a player isn't going to choose to play a warlord because it grants extra attacks.
But he's a lot more likely to choose it for that, than for /getting/ extra attacks.
A player will choose to play a warlord because he wants to be that tactical genius, or she wants to be that inspiring military leader that people follow. The mechanics must support the design, they do not define the design.
And, that requires there be benefits to having the warlord as that kind of ally, rather than the kind of ally people hide behind because he's tougher than they are.

From there, you ask, "How is a being a tactical genius expressed in gameplay?" Or, "What does it mean to inspire loyalty strongly enough for people to follow you?" You then create the mechanics that follow from those questions.
And, from there, your check back with your other goals, and go back and look at game elements that have expressed that in past editions. And, you find the Warlord, with 6 formal builds, two more de-facto ones, a score of Paragon Paths, and 300+ powers. (And, the Marshal, with a few passive auras. And 9th level fighter who builds a keep attracting bands of 0-level followers. Am I missing anything? from later 2e, perhaps?)
 
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It seems to me, warlord fans want an *official* warlord. Hence speculating until an official one exists.

But that's never going to happen. To date, WotC has formally released zero new classes in their books. You might as well speculate when WotC is going to give away Tesla cars with their books.

In the 3 1/2 years of 4e, they've done two test classes, the artificer and the mystic (after first attempting the artificer as a wizard subclass). But the mystic was last updated a year ago, with a prior attempt in February 2016. And the artificer was last updated in January of 2017. The earliest they could see print would be November of this year, but if they were trying for that book we'd see another test of the class. So don't expect them before April 2019, if not later. That will be 2-3 years of testing for a new class.

If, through a combination of begging, bribery, fellatio, and extortion the warlord fans here convinced Mike Mearls to greenlight a warlord class with the first playtest article in April, we'd still be looking at 2021 before the class could see print. Possibly later. Because making stuff takes time, and they don't seem to have the free hours to really devote to that content.
After all, they've known the Beastmaster Ranger was problematic pretty much since launch and they still haven't managed to "fix" that.
So if they were going to do such a class, they'd already have started work on it and Mearls wouldn't be doing the podcast to give fans the design skeleton to work with.


There's never going to be an official warlord. It's not going to happen. If you really want one, you're going to have to either make one yourself or work with the community to make one. And if you can't work up the time and energy to make one, then that's a pretty good indication your game can function without one.
 

Satyrn

First Post
But that's never going to happen. To date, WotC has formally released zero new classes in their books. You might as well speculate when WotC is going to give away Tesla cars with their books.
Oh man, I sure hope that Tesla comes with a rocket-ride to Mars!



Mars-ish.
 

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