Well, one way would be a smaller choice, like a fighting style, that lets a warlord opt into damage mitigation.
In Zard's warlord thread I suggested his Rallying Cry power could have options. One could be temporary hit points, while other options could be more commanding.
It's not ideal as it still leaves the warlord more complex than the other martial classes, with two big decision points instead of one. One potential advantage of a warlord class is that it's a "simple healer" in contrast to the resource management heavy spellcasters.
Shifting the Rallying Cry/temp hp power to second level would also likely be necessary, if not higher. There's only so much you can do with 1st level characters. If the warlord is getting any kind of superiority dice, there's not much room for anything else.
One level of superiority dice is equivalent to a level of spellcasting.
Clerics get a level of spellcasting at first level and their domain. But first level domain powers are rather weak. Thus, if a warlord gets maneuvers like the battlemaster then there's really room for a small power, equivalent to a domain power. Possibly a little less since the warlord should have heavier armour and better weapons.
The "unconscious for 1d4 hours" problem cannot be solved by the warlord. Should not.
Yep, which makes flexibility an important attribute of support classes.
Who/what are you quoting there?
Balancing hp mitigation vs restoration options isn't that hard, they both have their pluses and minuses, so a choice between the two can be balanced. It's the lack any choice that's problematic.
They're simply not equivalent, so, yes, enough damage mitigation to obviate the need for healing would simply be too much damage mitigation.
The problem comes in when someone is down and you have no healing to bring them back, so you need to rest for an hour so they're awake enough to rest for another hour.
That's unrelated to warlord healing as it could just as easily happen to a party with a theoretical healing warlord of they were the one dropped by a lucky crit, or the warlord had used their healing for the day.
Not really.
Right now healers come in one variety: complex. A low complexity healer would be good. That is a play style that is currently NOT supported at all.
A complex warlord would help add some complexity to martial classes, true, but there are plenty of complex classes in the game already. It's not filling an absent play style so much as filling an absent checkbox for high complexity martial.
Are other reasons needed? IMHO, one of the problems with martial classes has been a lack of complex options available that are comparable to casters. Casters have simple and complex class options, so, in turn, I would like to see a martial class with a higher level of complexity and choice comparable to spell selection. The warlord via maneuvers would provide an excellent means of providing a martial 'non-caster' with comparable strategic options. It's not as if this sort of thinking would be outside of Mearls's purview. We are talking about the designer who gave us Iron Heroes and The Tome of Battle: Book of Nine Swords. He also worked at Malhavoc Press, whose Arcana Evolved gave us the Ritual Warrior, which had spell slot-like combat maneuvers.Again, why? Why is a simple support character less useful than a complex support one? The numerical bonuses would be the same, the benefit to the party would be the same. Why are more choices of build or options per round needed? Other than a personal desire for a more complex class that is.
Are other reasons needed? IMHO, one of the problems with martial classes has been a lack of complex options available that are comparable to casters. Casters have simple and complex class options, so, in turn, I would like to see a martial class with a higher level of complexity and choice comparable to spell selection. The warlord via maneuvers would provide an excellent means of providing a martial 'non-caster' with comparable strategic options. It's not as if this sort of thinking would be outside of Mearls's purview. We are talking about the designer who gave us Iron Heroes and The Tome of Battle: Book of Nine Swords. He also worked at Malhavoc Press, whose Arcana Evolved gave us the Ritual Warrior, which had spell slot-like combat maneuvers.
Plenty of low complexity options already exist in-game. Not everyone wants classes with high complexity, but magical casting should probably not be the only means for playing a more complex class. You are placing the emphasis on a low-complexity healer. I am placing the emphasis on a higher complexity martial class. That in itself will inherently limit its complexity in comparison with a caster. So you could have a less complex healer via the Warlord while still having a higher complexity martial class via maneuvers and multiple healing options.Not everyone wants classes with high complexity. Many people want low complexity options. Right now you can play a complex or simple damage dealer and tank, but there's no simple healer. That's a much larger gap in the game than no complex character of a very specific flavour.
Why should damage mitigation be built in?Wait, now it's not just that they categorically can't heal, even the damage mitigation has to be purely opt-in? Please tell me I'm misunderstanding you.
"Healer" is just a quick term for the role. If I say "leader" if causes extra problems. "Healer" in the accepted MMO term.I'll address this more later, but two quick things. One, is there actually any desire for a "simple" healer? Two, is it really appropriate to call it a simple healer if, as you've repeatedly said, it can't "heal" (that is, restore HP)?
They would. Maneuvers.First-level Fighters have Second Wind. Don't see why first-level Warlords couldn't have something too.
The spellcasting of an eldritch knight is equal to a level one caster in terms of power and spells per day. At the same level the battlemaster gets maneuvers. WotC has decided that the battlemaster is effectively a 1/3 maneuvers class. That the two are roughly balanced against each other.Uh, what? No, I'm not at all convinced of that. <...>
How are you determining the equivalence between "one level of spellcasting" and "one level of superiority dice"?
Because you shouldn't patch rules with classes. That's like fixing the DRP problem of two-weapon fighting with a whole new class. You patch rules with rules so they can help everyone, not just people with a particular class.The former is flat-out wrong--it can be solved by the 5e Warlord, since the class is not yet set in stone; or, rather, it would be better to say it may or may not, depending on how one was created. How you can make the claim that it should not--an evaluative judgment--I'm not sure.
Didn't I already give a super easy one-sentence fix for that problem? Repeatedly. Give the warlord a class feature that says when creations have temp hp from him they're treated as being above 0?I am willing to accept "we overextended ourselves beyond the resources we had available." Such a problem is, as you've noted, shared by all support classes, and thus it is no big deal that a new class also suffers from the same problem.
I am not willing to accept a class which suffers from this problem every single time a party member is reduced to 0 HP, when 100% of other support classes can address it if they haven't completely depleted their resources for the day--even at level 1. Why should the 5e-Warlord be saddled with such an onerous burden, being completely unable to fix a common problem faced at all levels (but especially level 1 and 2)?
It's different because if someone wants a high complexity damage dealer or tank right now they have an option. It may not be martial, but they can still play something. But if someone wants a low complexity healer they SOL. It's filling the needs of players who have no choice vs players who have a choice but want more options.Also: "complex martial character" is definitely an absent thing to fill. And how is "high-complexity martial" any different from "low-complexity healer"? If the former counts as mere "checkbox filling," why doesn't the latter, when they're effectively identical (combining a description of complexity and a particular kind of playable character, one thematic, one mechanical)? The similarity is so fundamental, I'm struggling to understand why you'd even try to use this argument.
Because new classes add bloat to the game, and balancing them consumes a lot of resources, so they should be added very, very sparingly. And coming up with flavour for a simple leader class that doesn't make them feel tacked on is also awkward. The warlord is a leader, it has established flavour, and it's martial which has a history in the game of simplicity. It seems like a good fit.Beyond that, even if "simple healer" is a desirable thing (and I'm not arguing it's undesirable, merely that I don't know that there is yet call for it), the Warlord doesn't have to be that class. We've already seen one Divinely-reflavored arcane class, so why not have an "Angel" pact Warlock that gets special healing-related invocations? Or perhaps the Mystic, which we know is coming and is intended to embrace a wide variety of "psionic" classes, could include a healing-focused subclass (possibly cribbing notes from the 4e Ardent?) Hell, one could even go for a heavily Healing-focused Paladin subclass, just as the Oath of the Crown is apparently a pure tank (haven't seen or read about its specific features so I cannot say for sure), though that might not be "simple" enough since it still uses spells.
There's nothing wrong with options. Damage mitigation and hp restoration should both be available, in whatever pool of maneuvers or whatever other mechanic the class uses. Pick lots of either, some of each, switch them up based on the situation, ignore both in favor of full-bore offensive buffing - that's the kind of flexibility support classes need, and existing ones have (and then some, since they can also whip out all sorts of other spells).Wait, now it's not just that they categorically can't heal, even the damage mitigation has to be purely opt-in? Please tell me I'm misunderstanding you.
There's never been any demand for one, but you never know how much that's just because there's never been one. The archetypes for it certainly exist: empathic or gifted healers with no other magical abilities, or only a few very closely-related ones. They're not nearly as commonplace as the concepts the Warlord covers, but they're out there in genre, more so than clerics or other vancian casters.I'll address this more later, but two quick things. One, is there actually any desire for a "simple" healer?
Adaptability works. The Resourceful Warlord build was the poster child for that approach, too, now that I think of it.Though personally, I'd call it "adaptability" rather than "flexibility" per se. Each support class has access (sooner or later) to a variety of benefits, but can also focus, to one degree or another, on dealing with particular issues.
A mystic sub-class could be a simple class based on the empathic healer not uncommon in science fiction. But it would also make sense to have a 'simple caster class' that has several sub classes with very different, distinctive, specialties - one of which could be simple healer, though I suspect straightforward blasting would be more popular.We've already seen one Divinely-reflavored arcane class, so why not have an "Angel" pact Warlock that gets special healing-related invocations? Or perhaps the Mystic, which we know is coming and is intended to embrace a wide variety of "psionic" classes, could include a healing-focused subclass (possibly cribbing notes from the 4e Ardent?)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.