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Mike Mearls Happy Fun Hour: The Warlord
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<blockquote data-quote="OB1" data-source="post: 7372128" data-attributes="member: 6796241"><p>I don't mean it as a bar, I mean it as a real consideration towards what a class is in 5e. Ignoring it means you're fighting against the core concepts of the edition. </p><p></p><p></p><p>I disagree. If the DM is strictly following the rules for encounter building and daily xp, I don't see a single class (or really even a single subclass) that would have difficulty making it through adventuring days. Again, it's one of the hidden design goals of 5e, to allow a party to be created with any combination of PCs and be viable, just as a Class with any Race combo is viable. Sure, certain character builds and party builds are more effective, but the game is purposefully balanced around non-optimization of party and pc so that players can pick whatever they want and still succeed. I've actually played in an all Monk and all Wizard run through of different modules in Yawing Portal and it's a ton of fun.</p><p></p><p></p><p></p><p>This hits on another design goal and one that was first done successfully in 4e. That every class be fun to play at every level. No more Fighters are great for the first 10 levels and Wizards rule the last 10. Same should be true for a full Warlord class.</p><p></p><p></p><p>And hence why every class, besides it's unique role, must also be able to stand on it's own.</p><p></p><p> </p><p></p><p>They may be silly to you, but it is what 5e is. Does it put limitations on what a Warlord can be in 5e? Yes. But it could also encourage creativity in design and lead to something even more fun to play than the 4e Warlord because it's designed to work with the system you're playing in rather than against or in spite of it. And that is where I see brilliance in what Mearls is doing with the fighter sub-class warlord. He's adding to the game in a way that still feels in line with it. </p><p></p><p> For a full class, I'd start with what he is doing there and then figure out how to flesh that out with a full class design that keeps in mind what a 5e class is. Build the full class in the reverse way that the Arcane Trickster or Eldrich Knight was built. Perhaps some mix of Paladin (for durability) and Warlock (for flexibility) classes would make a good base for this subclass to sit on top of and to add other subclasses?</p></blockquote><p></p>
[QUOTE="OB1, post: 7372128, member: 6796241"] I don't mean it as a bar, I mean it as a real consideration towards what a class is in 5e. Ignoring it means you're fighting against the core concepts of the edition. I disagree. If the DM is strictly following the rules for encounter building and daily xp, I don't see a single class (or really even a single subclass) that would have difficulty making it through adventuring days. Again, it's one of the hidden design goals of 5e, to allow a party to be created with any combination of PCs and be viable, just as a Class with any Race combo is viable. Sure, certain character builds and party builds are more effective, but the game is purposefully balanced around non-optimization of party and pc so that players can pick whatever they want and still succeed. I've actually played in an all Monk and all Wizard run through of different modules in Yawing Portal and it's a ton of fun. This hits on another design goal and one that was first done successfully in 4e. That every class be fun to play at every level. No more Fighters are great for the first 10 levels and Wizards rule the last 10. Same should be true for a full Warlord class. And hence why every class, besides it's unique role, must also be able to stand on it's own. They may be silly to you, but it is what 5e is. Does it put limitations on what a Warlord can be in 5e? Yes. But it could also encourage creativity in design and lead to something even more fun to play than the 4e Warlord because it's designed to work with the system you're playing in rather than against or in spite of it. And that is where I see brilliance in what Mearls is doing with the fighter sub-class warlord. He's adding to the game in a way that still feels in line with it. For a full class, I'd start with what he is doing there and then figure out how to flesh that out with a full class design that keeps in mind what a 5e class is. Build the full class in the reverse way that the Arcane Trickster or Eldrich Knight was built. Perhaps some mix of Paladin (for durability) and Warlock (for flexibility) classes would make a good base for this subclass to sit on top of and to add other subclasses? [/QUOTE]
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