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Lets design a Warlord for 5th edition
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<blockquote data-quote="Jester David" data-source="post: 7377989" data-attributes="member: 37579"><p>It's been discussed in the thread several times prior. </p><p></p><p>My concerns are this:</p><p>1) Only <em>one</em> class has baseline healing. The paladin. And that's only passable healing. Even the cleric doesn't have baseline healing, having to <em>choose</em> to prepare that spell. And another former leader class, the bard, can choose not to even know <em>cure wounds</em>.</p><p></p><p>2) Only <em>one</em> cleric subclass gives you healing as a default option. All the others focus on other things, strongly implying the cleric isn't always assumed to be the healer. A War domain cleric or Tempest cleric or Trickster cleric might never heal. </p><p></p><p>3) More D&D players haven't played 4e than have played 5e. A warlord class should do things that a lay person would expect a smart tactical warrior to do. Healing isn't at the top of that list. This creates a disconnect between the description of the class and the execution that can be a trap for new players. </p><p></p><p>4) Not everyone likes hp not being wounds. Or likes hp restoration being entirely done via morale. While restoring a little hp can be ignored (Healer feat, Second Wind), moral healing that's the equivalent of a full healer irks some people. The designers know this, which is why there's so many healing variants in the DMG. So DMs can choose to speed-up/ slow-down healing overnight. </p><p></p><p>5) There's a finite number of class features a warlord can have at low levels. Healing (a generic power) means fewer warlord powers (non-generic powers unique to the class). A healing warlord is a less warlordy warlord. </p><p></p><p></p><p>The thing is, in 5e, your party role is not determined by your class. Class = role is 4e design. And early 4e design at that, as they moved slightly away from that with Essentials. A 5e warlord that is designed like the other 5e classes shouldn't always be the "healer". Being the "healer" should be <em>optional</em> and something the player chooses to opt into because it fits their character. </p><p></p><p>A table with a warlord <em>and</em> a cleric, shouldn't have a redundant character. Both should be able to do different things. You should be able to have a healing warlord paired with a War cleric <em>and</em> a non-healing warlord paired with a Life cleric with both combinations playing very differently and no redundant powers. </p><p>The non-healer warlord shouldn't feel like they have wasted class features that aren't being used because there's a Life cleric. And the non-healer warlord also shouldn't feel pressured to spend their action healing in place of the abilities the actions they want to take.</p><p></p><p></p><p>There's <em><strong>always</strong></em> a compromise. </p><p></p><p>Many have been suggested over the years. They just require moving the discussion forward. If no one ever stops to discuss and think of the alternatives, instead focusing on a fallacious either/or argument, then it just seems like there's no compromise. </p><p></p><p>Damage mitigation (preventing damage) is effectively the same as healing. As is granting temporary hit points The warlord could also semi-heal through granting bonus Hit Dice that can be spent with regular Hit Dice. </p><p>All those have the same effect of prolonging the adventuring day.</p><p>(I like the idea of restoring fallen allies back up to 1 hp with additional temporary hit points, as it has the fun visual of the guy who still looks hurt and beaten to hell, but is refusing to go down. Rather than the wounds actually being healed.)</p><p></p><p>Another compromise is just making the healing warlord a subclass. Which matches the rest of 5e design, as the healing sorcerer, warlock, druid, and even cleric are all subclasses. </p><p>And this means people who like the warlord as a concept but don't like healing can just dump that subclass.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7377989, member: 37579"] It's been discussed in the thread several times prior. My concerns are this: 1) Only [I]one[/I] class has baseline healing. The paladin. And that's only passable healing. Even the cleric doesn't have baseline healing, having to [I]choose[/I] to prepare that spell. And another former leader class, the bard, can choose not to even know [I]cure wounds[/I]. 2) Only [I]one[/I] cleric subclass gives you healing as a default option. All the others focus on other things, strongly implying the cleric isn't always assumed to be the healer. A War domain cleric or Tempest cleric or Trickster cleric might never heal. 3) More D&D players haven't played 4e than have played 5e. A warlord class should do things that a lay person would expect a smart tactical warrior to do. Healing isn't at the top of that list. This creates a disconnect between the description of the class and the execution that can be a trap for new players. 4) Not everyone likes hp not being wounds. Or likes hp restoration being entirely done via morale. While restoring a little hp can be ignored (Healer feat, Second Wind), moral healing that's the equivalent of a full healer irks some people. The designers know this, which is why there's so many healing variants in the DMG. So DMs can choose to speed-up/ slow-down healing overnight. 5) There's a finite number of class features a warlord can have at low levels. Healing (a generic power) means fewer warlord powers (non-generic powers unique to the class). A healing warlord is a less warlordy warlord. The thing is, in 5e, your party role is not determined by your class. Class = role is 4e design. And early 4e design at that, as they moved slightly away from that with Essentials. A 5e warlord that is designed like the other 5e classes shouldn't always be the "healer". Being the "healer" should be [I]optional[/I] and something the player chooses to opt into because it fits their character. A table with a warlord [I]and[/I] a cleric, shouldn't have a redundant character. Both should be able to do different things. You should be able to have a healing warlord paired with a War cleric [I]and[/I] a non-healing warlord paired with a Life cleric with both combinations playing very differently and no redundant powers. The non-healer warlord shouldn't feel like they have wasted class features that aren't being used because there's a Life cleric. And the non-healer warlord also shouldn't feel pressured to spend their action healing in place of the abilities the actions they want to take. There's [I][B]always[/B][/I] a compromise. Many have been suggested over the years. They just require moving the discussion forward. If no one ever stops to discuss and think of the alternatives, instead focusing on a fallacious either/or argument, then it just seems like there's no compromise. Damage mitigation (preventing damage) is effectively the same as healing. As is granting temporary hit points The warlord could also semi-heal through granting bonus Hit Dice that can be spent with regular Hit Dice. All those have the same effect of prolonging the adventuring day. (I like the idea of restoring fallen allies back up to 1 hp with additional temporary hit points, as it has the fun visual of the guy who still looks hurt and beaten to hell, but is refusing to go down. Rather than the wounds actually being healed.) Another compromise is just making the healing warlord a subclass. Which matches the rest of 5e design, as the healing sorcerer, warlock, druid, and even cleric are all subclasses. And this means people who like the warlord as a concept but don't like healing can just dump that subclass. [/QUOTE]
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