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D&D 5E How Important is it that Warlords be Healers?

Should Warlords in 5e be able to heal?

  • Yes, warlords should heal, and I'll be very upset if they can't!

    Votes: 43 26.5%
  • Yes, warlords should be able to heal, but it's not a deal-breaker for me.

    Votes: 38 23.5%
  • No, warlords should not be able to heal, and I'll be very upset if they can!

    Votes: 24 14.8%
  • No, warlords shouldn't be able to heal, but I don't care enough to be angry about it if they can.

    Votes: 31 19.1%
  • I don't really care either way.

    Votes: 26 16.0%

For (oddly enough) gamist reasons, a class needs to be a more general archetype that could describe many people, incorporates a comprehensive lifestyle, not just a combat role in an adventuring setting, and posits a 20 (or 30) level arc.

Even if we were to yield on every other point this does not logically follow from your argument. There is no reason whatsoever why a class like Avenger can't exist even if only a very rare few PCs are the only ones that ever use it. It isn't a coherent argument.
 

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Fair enough. We're still talking about large, discrete groups of non-adventurers though.

Actually the only figure of literature I've ever heard of being modeled by the classic D&D cleric is Bishop Turpin. In the real world there is at least a theory that some order of religious knights were restricted to using maces, but actually I've never seen anything which confirms this was actually true or that this was at all common. Certainly such people were not anything like D&D clerics, they weren't priests, they were soldiers pure and simple. The priests among them probably weren't out in the field, and if they were they were probably officers.

There really just isn't any but the thinnest literary or real world justification for that class, it exists utterly for gamist reasons and people have been saying so for ages. If it had been built on literary tradition it would have been a wonder-worker type, using magic and divine grace to survive and fight, and probably not had any weapon or armor at all. Again, ironically, this type of character only became really possible in 4e, and is quite well represented by the Invoker class (though you can get a somewhat similar effect using a 'laser cleric' build).

Honestly I think by relaxing a lot of the locked-in class traditionalism and adding some classes to cover more literary and less D&D-centric concepts 4e has better support for archetypes than previous editions in general.
 

D'karr

Adventurer
Honestly I think by relaxing a lot of the locked-in class traditionalism and adding some classes to cover more literary and less D&D-centric concepts 4e has better support for archetypes than previous editions in general.

This... I've had several players with player concepts that we've had to "kludge heavily" for quite a long time. In 4e they were able to build characters to fit those concepts rather easily. In one case we still had to "kludge", but it was all flavor changes not mechanics. The last Dragon Magazine (421) with it's very relaxed multi-classing opened that up even more. It allows some really vast changes to the base classes that are at times obviously "broken" so they have to be handled carefully, but some well placed restrictions can do wonders to "tweak" that system.
 

Jdvn1

Hanging in there. Better than the alternative.
My opinion is: the more non-cleric healers, the better. The less reliant the game is on a single class in a single spec the game is, the better.
This is essentially my thought as well. The game benefits from healing Warlords. When the game started to move in a direction where someone didn't have to be "the" healer, the game was more fun.
 

Ahnehnois

First Post
Honestly I think by relaxing a lot of the locked-in class traditionalism and adding some classes to cover more literary and less D&D-centric concepts 4e has better support for archetypes than previous editions in general.
I don't think that there was a whole lot of traditionalism in the arena of creating new classes in any edition. Nor do I think that creating new classes for every archetype one can think of is the best way of mechanically capturing those archetypes.

Actually, Pathfinder's archetypes do a pretty good job of capturing fictional archetypes, hence the name.
 

Nemesis Destiny

Adventurer
This... I've had several players with player concepts that we've had to "kludge heavily" for quite a long time. In 4e they were able to build characters to fit those concepts rather easily. In one case we still had to "kludge", but it was all flavor changes not mechanics.

This has been my experience as well, on both sides of the screen.

The last Dragon Magazine (421) with it's very relaxed multi-classing opened that up even more. It allows some really vast changes to the base classes that are at times obviously "broken" so they have to be handled carefully, but some well placed restrictions can do wonders to "tweak" that system.
Indeed. I've been running with a much looser take on the stock MC rules, though not quite as "wide open" as this one, and it's worked out rather well for any of the "corner cases" that the standard 4e system would have.
 

Prestige class is short hand for 'the concept is too narrow a specialty to support a base class without stepping on other class toes. If you really want to be a specialist in this here is a way.' It also works really well for 'Here is a set of abilities any other class could reasonably develop if the character should choose."

Three observations:

1) Garthanos is right, a PrC is bad because it forces you to advance a number of levels before you can have your character concept work. This is a BIG advantage of 4e class design, you match your archetype from day 1.

2) The "set of abilities any other class could reasonably develop" applies to ANYTHING that any other class has. Want to pick locks, you can learn that; cast spells, you can learn that too; swing a sword, anyone should be able to learn that. I would say that learning to lead men well is no less or more deep a skill than any of those others, each of which has a whole major class attached to it. If Warlord isn't a class, then neither is Fighter.

3) Given the LARGE number of literary and historical figures who are known almost entirely for their leadership exploits (Even King Arthur is barely discussed as a warrior, he's a LEADER) I find it extremely odd that you would categorize this one class as 'too niche'.

Honestly, I think you guys are reaching. Here, lets actually look at Mallory's Camelot and see what we find:

Arthur) Warlord, undoubtedly a capable fighter, his main characteristic is he can lead and inspire others.
Lancelot) Paladin, though flawed. Could perhaps be best modeled as a fighter in contrast with Galahad.
Galahad) Definitely a paladin.
Merlin) Wizard, certainly, though I'd note he's more like some sort of special NPC as opposed to being a PC sort.
Morgana) Enchantress, maybe the witch class would work, but again not really a PC, still 'wizard-like', so 4e can handle this concept within wizard.
Modred) Blackguard, he's a classic, all filled with spite.
LoTL) Cleric, this is more the classic wonder worker sort of supporting role, though not really too close to a PC concept as it shows up here.
Green Knight) Warden

We could probably stretch the milieu a bit and imagine barbarians (picts, norsemen), rangers (Sir Pelys perhaps), etc. Some other types appear in other tales such as a Bard (variously named, doesn't appear in Mallory), more explicit priests, and possibly druids. If you widen your net to modern genre fiction we can definitely find all of these sorts as well as perhaps an Avenger or two.

Obviously you CAN eliminate any of these classes and do something else. Pretty much any class can be second-guessed, and EVERY one of them has been proposed to be removed by someone at some point, including all of the big 4, but personally I think there's plenty of justification for all the ones that exist.
 

D'karr

Adventurer
true, BUT 4e does hold to "controller, defender, striker, leader" archetypes and if you do not have a cleric in that leader build you risk a Warlord who didn't choose healing powers and your party is SOL.

I have not found that to be true in most respects because the game still introduced 2 mechanics that allow a party to push through even when the chips are down (Second Wind, and Heal).

Even without a dedicated leader of any kind (note that the game has several besides warlord and cleric) I've seen parties that pulled through with the judicious use of those two mechanics. For the longest time our Friday night game has been 2 strikers, a defender, and a controller. We get pretty beat up at times, but the game has been fun and engaging without a leader. The strikers many times do dual duty as defenders, getting the crap beat out of them, but it still works.
 


....
I like how you're clearly on a computer that has the Internet and you couldn't pause posting for ten second to Wiki "Dying Earth".
The first two collections or stories were published in the 1950s and 1960s respectively. And were stories Gygax knew of and enjoyed.
Lol, I have several complete collections of Vance's work. In fact Vance is one of the very few people I would say I am an actual FAN of. Clearly Gary took that commonality and ran with it, even naming a couple of spells after ones that Vance invented, but don't overdo it. Chainmail (which I have actually played many times) has a very rudimentary magic system in which wizards of different levels have fireballs and some other spells which IIRC are divided into 4 levels of potency and there are from 1-5 spells at each level, ALL of which are D&D classics. This game had NOTHING to do with RPG, and even if Gary thought of Vance at all, which I think is not that likely, in respect to the Chainmail wizard (or priest, which is similar) the design was PURELY gamist and so simple it didn't require Vance to inspire it. Besides NOTHING in Vance corresponds to spell level. In fact if you were trying to emulate Vance you would probably assign a 'level' to each spell and the character would just have a total pool of 'magic slots' where each spell took up N of them equal to its level.

This is irrelevant.
Yes it was balanced for play with the other two classes. Of course it was designed and fine-tuned for gaming. But the inspiration and basis for a religious warrior was there first.
Sure, just like the inspiration for the Avenger was there first! lol

This contradicts several design statements.
They played around with mechanics for a potential martial controller specifically because the game lacked one. They created the battlemind quickly because their original (more story based) psionic defender didn't work out and they still wanted a psionic defender. There were many grid filler classes that existed because there was a game gap. The invoked doesn't add much in terms of story either.
I have no idea where you got those statements from though it would surely be impossible to refute them. You're the first person I recall ever saying anyone at WotC worked on a martial controller. OTOH I don't see a huge reason not to think it is a natural question to ask "Is there a class concept here?" but note that the answer was, "no", even though plenty of people have dreamed up mechanics that would work in a purely gamist sense (a martial seeker-like class for instance). Note that Essentials DOES have a Scout which works a lot like this, but it isn't entirely martial.

I don't know anything about some other alternative Battlemind. The one they have clearly has a story, mind over matter, very succinct. I'm a little divided on how well it fills that concept, but then I'm not really a fan of psionics in D&D. I know the mechanics provoked lots of complaints until it was revised.

I disagree, while the Invoker is a little more niche than things like Cleric and Wizard if you were to PLAY it or see character concepts built on it, you'd see quickly that it is a pretty fun and useful class that can feel quite distinct. In fact it evokes more of the wonder-worker concept that the cleric oddly has been missing for decades. You could argue for moving cleric healing over to this guy and ditching the cleric (leave the paladin as the armored holy man), but the Invoker itself, much more than a grid filler.

Classes like the invoker and avenger and warden exist because they hadn't yet made the leap of classes with multiple roles. We would have just seen a controller build of the cleric.
Ehhhhhh, I don't really agree. I think its possible that you could create an Invoker that is basically a merge with the Laser Cleric, but it would require a much greater splitting than just builds ala PHB1 to do it justice. I think 4e in general SHOULD have more classes that are integrated together more closely, but I think it might be better to do it at the power source level, not the class level. Leave the classes to map out the concepts, and the source to hold common mechanics.

This is the crux here. 5e is neither 3e nor 4e. It can fold those classes back into the fold but do so without making the class overpowered.

The sorcerer should go away too.

I would disagree for 3.0 but agree for 3.5, which was so much worse for needless classes than 4e.
I think both editions have taught us class bloat is bad. And that the designers should work hard to make each class that does need to exist mechanically interesting and worthy of taking at all levels. Quality not quantity.
I think you get into a semantic argument at a certain point. While I think that there should be somewhat less classes than in 4e, mostly I think they should share more with each other. As many classes as are needed to articulate distinct ways for a character to do its main shtick is fine. Its also fine if some of those are close enough to others that they can be sub-classes. This is just normal system design where you do re-use when possible. It is even better in a game where things are not so rigid as with software.

Tactics yes, preparation no. Earlier editions were much more strategic and less tactical in than you can buff before a fight and mitigate much through careful forethought. And the edition is much more forgiving for being unprepared for certain monsters as powers and spells and abilities are always useful. Silver might help you speed up killing a werewolf but it's not ignoring 5 damage every attack but regaining 5hp every round so it's possible to just skip silver and hit harder.
Eh, it isn't that much different. You could use magic weapons or ANY spell against a lycanthrope with full effectiveness. Sure it was nice to have silver, just like it is now. 4e has plenty of buffs too. I note that people often ignore them, but that's not because they don't exist. It is just that they seem to desire some sort of 'arena' like play (or the DM can't seem to get out of that mode). In my games the PCs prepare all the time, and if they don't they are sorry. There are all sorts of things like potions of resistance (generally a lot of protective potions). There are several quite handy rituals too. I think this would be a good area for a rewrite of 4e to emphasize more though. Still, there is plenty of room in 4e for the sort of tactics and strategy people use in other editions. I've leaned on that a good bit in my games.

Which is getting me to change my game to fit the edition and not playing the game I want. Suddenly the quaint English fishing villiage haunted by a single ghost suddenly has zombies, lesser ghosts, and traps because of the needs of the game.
And solos were very poorly designed back when I was playing 4e (I stopped just after MM3 came out) so I have horrible memories of trying to use boss monsters.
No, I don't agree. I had a whole adventure that was exactly this, the PCs finding the ghost of an NPC's mother and fixing up various things. It was quite fun and challenging without any combat at all. I think the ghost made a few attacks that did psychic damage but that was all just color. The party wasn't supposed to, and didn't, try to defeat the thing by combat.

Dungeons. Ugh.
Again, the game is change my campaign rather than letting me do what I want. And I don't want tacked on encounters designed just to weaken. Nothing derails a story faster.
It was just a suggestion. There are no doubt other similar possibilities. You could have things like secret doors that split the party up, etc. I can think of a bunch. Just think back to various scary movies. It isn't about 'designed to weaken', it is about ratcheting up the tension. A horror story with nothing but one big fight doesn't seem like a well-designed horror story to me.

Was it OD&D that had conversion rules for Boot Hill?
Plus Ravenloft had guns back in 2e and the rules were also in the 3e DMG.
4e could do them quite easily. But the designers never did. How many optional rules are there for 4e? Alternate play styles just weren't considered.
1e AD&D had some conversion rules, they were pretty strange... The two games are VERY different.
I know nothing about guns in Ravenloft. The Ravenloft I have is the original module, it has no hint of guns that I recall, though I suppose I could be forgetting something. The thing is WHAT DO YOU NEED for optional rules? Everything 'just works'. Guns are trivial. Pistol -> treat this as a hand crossbow, musket -> treat this as a heavy crossbow. There, I'm done ;) That will do fine for casual use. I know of NO official gun rules in any previous edition, but I'm not an expert on 3.x, they could exist. I never heard of any for AD&D personally, though if you say the Ravenloft SETTING had them, I believe you.

Your make my point for me. Because the 9the level fighter was unprepared, they have squat. That's a feature not a bug.
No, it just reinforced the bad choice of class that he made...

4e struggles over low magic games. You get four +1 items at first level (never a level 1 though. You will never see the most common magic item on previous editions: a straight +1 long sword) and get a +2 item at second level. And it struggles over low combat games or even non-dungeon crawls with encounters every few days (such as travel or exploratory games). Low combat games can be troublesome as almost every power, feat, and option grants combat bonuses. So the player is looking at their suite and combat powers that are taunting them, screaming to be used.

No, I disagree. Low magic 4e is trivial (either just don't worry about the missing attack bonus and tweak encounter difficulty as needed, same as you did in 1e) or use inherent bonus (which was so blindingly obvious an option it barely needed to be spelled out in DMG2). Low combat games work PERFECTLY WELL in 4e. In previous editions you had as many or few problems with them too (mostly wizard novas, much worse than full-party 4e nova). I've had games go weeks without a fight, no problem.

I think you have some preconceived notions about what you can and can't do.
 

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