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Lets design a Warlord for 5th edition
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<blockquote data-quote="Tony Vargas" data-source="post: 7375861" data-attributes="member: 996"><p>It didn't in 4e, and it's not like healing is the funnest part of playing the cleric - it can even be regarded as a 'burden' - so there's literally no impetus to make a Warlord compete with the life cleric for that particular crown. It's just that hp-restoration is necessary both for any support character, and to model the class concept, in a game like D&D with gobs of hps as the main measure of PC ability to keep fighting. The overhealing mechanism from the Happy Funtime podcast would be an ideal way to do both in an efficient, flavorful manner - that might also serve to reduce the whack-a-mole phenomenon just a bit. A support class that focuses on just one aspect of support - like the miniatures handbook 'Healer' and Marshal - isn't a viable support class in full D&D. Likewise, one that isn't flexible isn't going to be up to the challenge. And, finally, flexibility lets players play the character they want. If the party already has a cleric, a player should be able to run his warlord without once using an 'Inspiring Word' type power - OTOH, if the cleric leaves the group, he just might start doing so. No vital support contribution should be locked away in a sub-class - really, nothing should be strictly locked away in a sub-class, sub-classes should make the Warlord better (or not so good) at things the base class does, rather than adding totally new capabilities or deleting anything (not that 5e sub-classes much do that latter).</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7375861, member: 996"] It didn't in 4e, and it's not like healing is the funnest part of playing the cleric - it can even be regarded as a 'burden' - so there's literally no impetus to make a Warlord compete with the life cleric for that particular crown. It's just that hp-restoration is necessary both for any support character, and to model the class concept, in a game like D&D with gobs of hps as the main measure of PC ability to keep fighting. The overhealing mechanism from the Happy Funtime podcast would be an ideal way to do both in an efficient, flavorful manner - that might also serve to reduce the whack-a-mole phenomenon just a bit. A support class that focuses on just one aspect of support - like the miniatures handbook 'Healer' and Marshal - isn't a viable support class in full D&D. Likewise, one that isn't flexible isn't going to be up to the challenge. And, finally, flexibility lets players play the character they want. If the party already has a cleric, a player should be able to run his warlord without once using an 'Inspiring Word' type power - OTOH, if the cleric leaves the group, he just might start doing so. No vital support contribution should be locked away in a sub-class - really, nothing should be strictly locked away in a sub-class, sub-classes should make the Warlord better (or not so good) at things the base class does, rather than adding totally new capabilities or deleting anything (not that 5e sub-classes much do that latter). [/QUOTE]
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Lets design a Warlord for 5th edition
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