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Lets design a Warlord for 5th edition
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<blockquote data-quote="FrogReaver" data-source="post: 7378152" data-attributes="member: 6795602"><p>I think warlord fans agree. There seems to be a decent consensus here that we want to see healing be an option for any warlord to pick rather than for it to be mandantory.</p><p></p><p></p><p></p><p>We are fine with healing being an option. Just don't try to gate it behind a specific subclass.</p><p></p><p></p><p></p><p>1. Granting an ally the will to keep on fighting is a common movie trope. That is something they are going to expect some warlords to be able to do.</p><p>2. Not all warlords are smart tactical warriors. some are inspiring warriors that suck at tactics, possibly a kind hearted and gullible but always there for you type of warrior.</p><p></p><p></p><p></p><p>I get that but,</p><p></p><p>#1. Warlord class isn't in the main book and unless we are talking Adventures league then all supplemental content is considered optional.</p><p>#2 If warlord abilities are just options and they don't like the healing ability then they can choose to ban just the healing ability instead of the whole class at their table.</p><p></p><p>We are bending over backwards at this point trying to make warlord healing something easy to remove if desired and to still have the class function. But it's too iconic of an ability (we've all seen it in the movies) to just up and not have it on a class that's supposed to at least have the option of inspiring allies.</p><p></p><p></p><p></p><p>Only if you view healing as not something warlordy to begin with. Healing is very warlordy (we see the will to continue fighting trope in many movies). But beyond that, having healing be an option instead of a mandantory feature further resolves this complaint. If healing is just an option it doesn't have to be picked or even if picked ever used. You can have healing be a part of the class without it being mandantory so that every warlord gets it.</p><p></p><p></p><p></p><p>Thanks for finally catching up with the rest of us.</p><p></p><p></p><p></p><p> </p><p></p><p>Sadly restoring an allies will to fight is more iconic for a warlord than being able to reduce damage. I do think we can do something with damage reduction but it's less fitting than healing.</p><p></p><p> </p><p></p><p>Prememtive temp hp going into battle is quite warlordy. BUT it's not a replacement for an ability where the warlord is watching his ally get beat up and yells something at him and the ally gains the will to fight again.</p><p></p><p></p><p>I'm not opposed to hit dice manipulation with him. Perhaps that's how his healing inspiration ability works. Ally an ally to spend a hit dice to restore hp maybe with a bonus from the warlord. It still needs gated behind some long rest or short rest warlord ability, but I can see that as a possible implementation.</p><p></p><p></p><p>Sure, but many are far different abilities in fiction than the one where a character is giving an ally extra will to fight</p><p></p><p></p><p></p><p>I like that too and there are a lot of variations for such an ability, some even involving healing or temp hp after the PC is at 1 Hp. It definietely ticks off the will to fight ability i'm talking about. </p><p></p><p>Preferably I guess I'd like to see both healing and something like this as an option.</p><p></p><p></p><p></p><p>Most of 5e design is about making healing abilities optional and not gating such abilities through subclasses. Xanathers did give some classes healing abilities through their subclasses but it's because healing abilities didn't fit on the general class for sorcerer or warlock at all. So subclasses enabled them. The conceptual piece pushed the design in that direction. With warlords its different. There's no conceptual reasons warlords, even the most tactically cunning warlords can't also do a few inspiring things.</p><p></p><p></p><p></p><p>I agree there. And I had considered that. But if warlord healing is just an option kind of like the cure wounds spell is an option, then you are able to remove the cure wounds spell or the warlord healing ability option without really impacting the class as a whole. Why doesn't that work for compromise?</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7378152, member: 6795602"] I think warlord fans agree. There seems to be a decent consensus here that we want to see healing be an option for any warlord to pick rather than for it to be mandantory. We are fine with healing being an option. Just don't try to gate it behind a specific subclass. 1. Granting an ally the will to keep on fighting is a common movie trope. That is something they are going to expect some warlords to be able to do. 2. Not all warlords are smart tactical warriors. some are inspiring warriors that suck at tactics, possibly a kind hearted and gullible but always there for you type of warrior. I get that but, #1. Warlord class isn't in the main book and unless we are talking Adventures league then all supplemental content is considered optional. #2 If warlord abilities are just options and they don't like the healing ability then they can choose to ban just the healing ability instead of the whole class at their table. We are bending over backwards at this point trying to make warlord healing something easy to remove if desired and to still have the class function. But it's too iconic of an ability (we've all seen it in the movies) to just up and not have it on a class that's supposed to at least have the option of inspiring allies. Only if you view healing as not something warlordy to begin with. Healing is very warlordy (we see the will to continue fighting trope in many movies). But beyond that, having healing be an option instead of a mandantory feature further resolves this complaint. If healing is just an option it doesn't have to be picked or even if picked ever used. You can have healing be a part of the class without it being mandantory so that every warlord gets it. Thanks for finally catching up with the rest of us. Sadly restoring an allies will to fight is more iconic for a warlord than being able to reduce damage. I do think we can do something with damage reduction but it's less fitting than healing. Prememtive temp hp going into battle is quite warlordy. BUT it's not a replacement for an ability where the warlord is watching his ally get beat up and yells something at him and the ally gains the will to fight again. I'm not opposed to hit dice manipulation with him. Perhaps that's how his healing inspiration ability works. Ally an ally to spend a hit dice to restore hp maybe with a bonus from the warlord. It still needs gated behind some long rest or short rest warlord ability, but I can see that as a possible implementation. Sure, but many are far different abilities in fiction than the one where a character is giving an ally extra will to fight I like that too and there are a lot of variations for such an ability, some even involving healing or temp hp after the PC is at 1 Hp. It definietely ticks off the will to fight ability i'm talking about. Preferably I guess I'd like to see both healing and something like this as an option. Most of 5e design is about making healing abilities optional and not gating such abilities through subclasses. Xanathers did give some classes healing abilities through their subclasses but it's because healing abilities didn't fit on the general class for sorcerer or warlock at all. So subclasses enabled them. The conceptual piece pushed the design in that direction. With warlords its different. There's no conceptual reasons warlords, even the most tactically cunning warlords can't also do a few inspiring things. I agree there. And I had considered that. But if warlord healing is just an option kind of like the cure wounds spell is an option, then you are able to remove the cure wounds spell or the warlord healing ability option without really impacting the class as a whole. Why doesn't that work for compromise? [/QUOTE]
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