D&D 5E How many fans want a 5E Warlord?

How many fans want a 5E Warlord?

  • I want a 5E Warlord

    Votes: 139 45.9%
  • Lemmon Curry

    Votes: 169 55.8%

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Also not speaking for Ezekiel specifically, and not to hijack the thread--but what I hear from a lot of 4E fans who want more tactics is that they miss the positioning and forced movement aspects, i.e. pull/push/slide.

But those exist in 5e as well. I can tell you grappling and pushing is what literally allowed us to beat the vampires in HotDQ. There are also abilities and power like thorn whip, charger feat, shield master, and water whip off the top of my head that force movement of your target. I'm sure there are more (like thunderwave)
 

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...popup heals...

Uhm...No. 1 HP is not even close to Cure Wounds, nor is it enough for a non-magical campaign. And whether one calls it "pop-up" healing is likely subjective. Most people would consider "pop-up" healing to mean no longer unconscious and back in the fight. With only 1 HP, I'd think that most players would be either having their character get out of harms way rather than continue fighting, or look for another source of healing - a source that doesn't exist in a non-magical campaign (again, unless all group members take the Healer Feat - at significant cost, a Tax in order to play - and only if the game in question actually uses Feats in the first place - since they're an Optional part of the rules...). Either way, they are not suddenly/immediately back in the fight.

More accurately, it would be Run-Away healing.

Without the Healer Feat (and again, at the cost of a Feat rather than a Class Ability) Healing Kits do not provide "popup heals." All they do is stabilize a character; meaning they no longer have to make death saving throws, but are still at 0 HP and are still unconscious.

Calling 1 HP a "popup heal" is like calling a single peanut a cure for starvation.
 
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Why is this so important? I played warlords in 4E and the ability to restore hit points was the least interesting thing about the class. Warlords were cool because of their tactical depth and their ability to support allies on offense. That's what I'd like to see in a 5E warlord. If WotC releases a warlord class that's just a healbot cleric in a martial suit, I'll be very disappointed.

It's important because it is an aspect of the Warlord. It may not be the aspect you preferred or focused on, but it was still an important aspect that others did specifically use it for.

Just as disappointed as you would be about a Warlord class that focused on healing, others would be just as disapointed in a Warlord class that eschewed healing.

The name of the game is Dungeons & Dragons; not Dausuul's Dungeons & Dragons...
 

Conversations like this would probably be a lot more productive if people like yourself would stop taking any commentary about 4e that doesn't praise it as some sort of personal attack against you or the game. Saying that a class that does what it did in 4e wouldn't work well in 5e doesn't mean in any way that I dislike 4e. Just that it's different. "Being different" =/= "hating on it". It's entirely reasonable to point out that 4e and 5e are two very different games, and thus emulating something the way it worked in 4e wouldn't necessarily work in 5e is an entirely reasonable statement to make that doesn't make it hating. Just like if I said I wanted a class in 5e that worked exactly the same as a caster in 3e wouldn't balance well. Or if I said I wanting a 5e class that worked just like a 1e thief would be problematic. It doesn't mean I'm hating on those other editions.

The "screams special snowflake" and "[fans] want it to be better than every other class" lines were the parts I was primarily responding to. Even with a wink smiley, these strike you as being identical to saying that the class is simply a thematic mismatch, and imply nothing about your opinion (positive or negative) about the class and those who like it? I'd also argue that at least the "exactly the same as a caster in 3e" thing is a rather fundamentally different matter, but that's probably not a useful contribution to this discussion. (Originally, I hadn't expected even this--that is, my own--response to be seen as a useful contribution, but given El Mahdi's implicit permission, I figure I have no excuse not to make it now.)

And it's not like the response I'm describing is unprecedented. I have been directly told, elsewhere on the internet, that as a 4e fan I should suck it up and learn to like it, because 4e "had its time," or has even been "rejected" by the devs themselves. I can't recall having heard that specifically here on ENWorld, but it's not a thing I'm just making up either. Besides, I specifically endeavored to include a wide variety of responses--hence the parenthetical "seem to" and the quotes around "hate." Certainly, looking at the responses as they roll in, I don't think it's wrong to say that most of the people weighing in on something purely optional have a negative perception of it, to the point of

I'll also note that 5e does have a lot of tactical elements in it. What specifically do you want added from 4e, and can you explain how that could be done without changing the core of the game completely? There are a lot of things pulled in from 4e; certainly as much as any other edition. So comments like yours that imply 4e fans are forsaken always make me raise my eyebrows.

Since you asked, @Imaro, this is for you too. Not knowing what you, Sacrosanct, mean by "how that could be done without changing the core of the game completely," this is an exceptionally difficult question to answer. By definition, adding additional layers of mechanics changes the game changes something. However, a few options--and I stress, options--which would probably help:

1) A more rigorous monster construction system, especially if it provided something like tables or..."palettes" of suggested abilities that creatures can use, hopefully including lots of things like forced movement, condition-triggered actions (e.g. changes of behavior or stats when Bloodied), . I don't think it's unfair to call 5e's CR system "rather loose," and part of the appeal of 4e was its fairly "tight" rules in this regard. It appealed to DMs by being relatively easy to use (no more difficult than 3e and often much less, e.g. "MM3 on a business card") while producing very reliable results with few corner cases (usually the result of scaling down a high-level creature without considering the effects of its abilities). And it, at least in theory, appealed to players by enabling every monster to have Some Cool Thing it did, rather than trending more toward "large sacks of HP."* This, in theory, should have no direct effect on your "core of the game," as it is merely a tool the DM can elect to use for directly and personally creating content for their own games.

2) Significantly increased integration of forced movement, extra mobility, and "zone" effects (persistent, or semi-persisent, effects targeting a particular area). Pushing, Pulling, Sliding, Shifting, and Teleporting were all very important elements of the 4e experience, such that some races had things affecting them as their core active (Eladrin, Fey Step, a per-encounter teleport) or passive (Dwarf, Stand Your Ground, reduce all pushes/pulls/slides by 1 if you wish, min 0). Some classes or builds even had personal mobility as a deeply-ingrained feature (Chaos Sorcerer, Pursuing Avenger). Exactly how this would be implemented, I am not entirely sure--I'm not a designer and do not even remotely profess to be one. One possible option would be a selection of new spells, maneuvers, and class features (possibly including native support for Marking on Paladins and Fighters), or a list of features, or both, which could be given forced movement/extra mobility/zone effects.
Additional sources of forced movement couldn't change "the core of the game," whatever is meant by the phrase, that fundamentally, as Warlocks can opt into at-will forced movement and (IIRC) there are Wizard spells that do a small amount of it already. As long as the extra mobility is made to take into account rules differences of 5e (e.g. that you can move between attacks natively), I don't feel that would be a dramatic change. The zone effects would need to be carefully balanced, of course, but again I don't see a reason why they would be automatically a problem. I definitely think it is the combination of zones and forced movement, as well as the fairly key point that anything other than a generic Push or Grapple is magic, which contributes to noticeable tactical differences between the games.

3) Small tweaks to certain parts of the mechanics, to enable a more-4e-like approach to resource expenditures. For example, advice on ways to make short-rest-based abilities hew closer to the "encounter" model of 4e, as well as ways to tweak the long-rest-based classes to avert the more intense applications of "going nova" on something. Technically, this could be useful to everyone, not just those looking for the "4e style tactics" stuff, and since it would take the form of advice and example tweaks, it would alter "the core of the game" no more than any particular DM wished it to--just as the advice/tweaks about healing in the DMG currently do.

Edit: On reflection, #2 might be best split into three individual points, though ones very closely allied to each other: 2a, Forced Movement Support and Stickiness; 2b, Ability-derived Player Mobility; and 2c, Zones and Persistent Area Effects.

*As I understand it, this can occasionally be an issue with 5e monsters, so having this optional tool might even improve the game experience for people not interested in 4e.

---

I don't particularly feel there's a need for one, but wouldn't object to an official one.

I do resent the "lemon curry" answer as bad form and essentially a group attack on those who don't want a warlord. Proper construction would be 3 answers: Yes, No, and other, possibly also Don't want but wouldn't mind.

The quality of polls on EnWorld is pretty low, and they tend to be blatantly slanted.

I have previously made rather clear my perspective on forum polls of any kind, and it applies just as much to this one as it does to any other. Forum polls are, were, and probably always will be garbage data--prey to several of the worst biases possible, and even a few that are atypical of survey data (such as being able to check the results before voting, and being able to retract your vote after the fact). This poll is worthless as a statistical tool. It would be worthless as a statistical tool even if it were structured as you present it and had an amazingly dramatic, landslide victory for one of those answers.

At least in this case, though, I feel the poll is being honest about its function--it's not statistical at all, but rather petition-like. It is not about showing that "most people" feel any particular way, or saying anything about the community at large. It's simply an interest check--"we have X people who have directly said that yes, they do in fact wish to see this option." That's why there's no "no" option--hence why I call it "petition-like." El Mahdi, for what should be fairly obvious reasons, doesn't care how many people don't want it, but he's very interested in even the vaguest hint of an idea of how many people do want it.

Edit:
The only "statistically" (note quotes) interesting thing about the poll is how closely the two sides have remained over its (relatively short) life. I haven't seen them be more than 11 or less than 9 votes apart since...well, since each side had at least 10 votes!
 
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I do not want a 5e Warlord. I do not want it so badly, I would sacrifice other people's desired, yet non-existent, classes, in order to continue not having it.

And this is exactly why I pointedly did not put that option in the poll, and why WotC doesn't ask people in their polling what they don't want.

Because you don't like something is not a good enough reason for it to not be included.
 


Uhm...No. 1 HP is not even close to Cure Wounds, nor is it enough for a non-magical campaign... Calling 1 HP a "popup heal" is like calling a single peanut a cure for starvation.

Eh? It's 1d6+4+level which is being compared to Cure Wounds V. The unlimited popups thing is more analagous to Healing Word: Thief pops you back up to 1 HP and then does his regular sneak attack action; you're conscious again with 1 HP so you make your regular attack too, or cast a spell, secure in the knowledge that if you go down he can bring you right back up. You seem to think that popup healing requires lots of HP, but that isn't how the term is used in a 5E context. It means "just enough to get you above zero." There's a thread right now complaining about it actually.

I don't know why you're making a big deal about Healer costing a feat. Feats ARE class abilities, especially the fighter's bonus feats.
 

The "screams special snowflake" and "[fans] want it to be better than every other class" lines were the parts I was primarily responding to. Even with a wink smiley, these strike you as being identical to saying that the class is simply a thematic mismatch, and imply nothing about your opinion (positive or negative) about the class and those who like it? I'd also argue that at least the "exactly the same as a caster in 3e" thing is a rather fundamentally different matter, but that's probably not a useful contribution to this discussion. (Originally, I hadn't expected even this--that is, my own--response to be seen as a useful contribution, but given El Mahdi's implicit permission, I figure I have no excuse not to make it now.)

I made a direct comparison of my opinion of the custom warlord classes to the AD&D era custom ninja classes that were all popping up at the time. How am I picking on 4e when the comparison I made was to 1e?

And it's not like the response I'm describing is unprecedented. I have been directly told, elsewhere on the internet, that as a 4e fan I should suck it up and learn to like it, because 4e "had its time," or has even been "rejected" by the devs themselves. I can't recall having heard that specifically here on ENWorld, but it's not a thing I'm just making up either. Besides, I specifically endeavored to include a wide variety of responses--hence the parenthetical "seem to" and the quotes around "hate." Certainly, looking at the responses as they roll in, I don't think it's wrong to say that most of the people weighing in on something purely optional have a negative perception of it, to the point of

WELCOME TO THE PARTY! Seriously, fans of literally every edition have been told those things. Am I to expect that 4e fans are somehow special and deserve extra treatment or something? If you take anything said about 4e that doesn't praise it as attacking it, then that's a you issue. Sorry to say, but it's true. People talk about my favorite editions (TSR era) all the time, but I don't take any non-praising opinion about it as some sort of personal affront.

Since you asked, @Imaro, this is for you too. Not knowing what you, Sacrosanct, mean by "how that could be done without changing the core of the game completely," this is an exceptionally difficult question to answer. By definition, adding additional layers of mechanics changes the game changes something. However, a few options--and I stress, options--which would probably help:

1) A more rigorous monster construction system, especially if it provided something like tables or..."palettes" of suggested abilities that creatures can use, hopefully including lots of things like forced movement, condition-triggered actions (e.g. changes of behavior or stats when Bloodied), . I don't think it's unfair to call 5e's CR system "rather loose," and part of the appeal of 4e was its fairly "tight" rules in this regard. It appealed to DMs by being relatively easy to use (no more difficult than 3e and often much less, e.g. "MM3 on a business card") while producing very reliable results with few corner cases (usually the result of scaling down a high-level creature without considering the effects of its abilities). And it, at least in theory, appealed to players by enabling every monster to have Some Cool Thing it did, rather than trending more toward "large sacks of HP."* This, in theory, should have no direct effect on your "core of the game," as it is merely a tool the DM can elect to use for directly and personally creating content for their own games.

2) Significantly increased integration of forced movement, extra mobility, and "zone" effects (persistent, or semi-persisent, effects targeting a particular area). Pushing, Pulling, Sliding, Shifting, and Teleporting were all very important elements of the 4e experience, such that some races had things affecting them as their core active (Eladrin, Fey Step, a per-encounter teleport) or passive (Dwarf, Stand Your Ground, reduce all pushes/pulls/slides by 1 if you wish, min 0). Some classes or builds even had personal mobility as a deeply-ingrained feature (Chaos Sorcerer, Pursuing Avenger). Exactly how this would be implemented, I am not entirely sure--I'm not a designer and do not even remotely profess to be one. One possible option would be a selection of new spells, maneuvers, and class features (possibly including native support for Marking on Paladins and Fighters), or a list of features, or both, which could be given forced movement/extra mobility/zone effects.
Additional sources of forced movement couldn't change "the core of the game," whatever is meant by the phrase, that fundamentally, as Warlocks can opt into at-will forced movement and (IIRC) there are Wizard spells that do a small amount of it already. As long as the extra mobility is made to take into account rules differences of 5e (e.g. that you can move between attacks natively), I don't feel that would be a dramatic change. The zone effects would need to be carefully balanced, of course, but again I don't see a reason why they would be automatically a problem. I definitely think it is the combination of zones and forced movement, as well as the fairly key point that anything other than a generic Push or Grapple is magic, which contributes to noticeable tactical differences between the games.

3) Small tweaks to certain parts of the mechanics, to enable a more-4e-like approach to resource expenditures. For example, advice on ways to make short-rest-based abilities hew closer to the "encounter" model of 4e, as well as ways to tweak the long-rest-based classes to avert the more intense applications of "going nova" on something. Technically, this could be useful to everyone, not just those looking for the "4e style tactics" stuff, and since it would take the form of advice and example tweaks, it would alter "the core of the game" no more than any particular DM wished it to--just as the advice/tweaks about healing in the DMG currently do.

Edit: On reflection, #2 might be best split into three individual points, though ones very closely allied to each other: 2a, Forced Movement Support and Stickiness; 2b, Ability-derived Player Mobility; and 2c, Zones and Persistent Area Effects.

*As I understand it, this can occasionally be an issue with 5e monsters, so having this optional tool might even improve the game experience for people not interested in 4e.

---

A lot of those things do exist in 5e. Pushing/pulling/teleporting/postitioning etc all exist in 5e. And are all important. So when you say they don't, and promises were made that were broken, that was untrue. What seems to be the case is that they don't emulate 4e enough for you. Guess what? 5e doesn't have save or die, or level drains, or % based skills, or THAC0, or individual XP tables, but you don't see me complaining that "5e promised to pull things from every edition but they lied and nothing from TSR D&D is there!"

If you expected 5e to be 4.5e, then I don't know what to tell you. There is no way that would be the case, and nothing the devs said implied that. There are A LOT of things pulled from 4e. Just because it wasn't enough or emulated 4e near exactly to your tastes doesn't make that untrue.
 

Bottom line..."How many fans want a 5e Warlord?"

The answer, according to the poll of this thread, is "Not as many as don't care and/or don't want one and/or would prefer some lemon curry."

There's your answer. Sorry if it's not the one people wanted to see.
 

I'm not really sure there's space in 5E for a Warlord. It's "sthick" seems to be covered by parts of the Fighter, parts of the Barbarian and parts of the Bard. Now, I certainly don't think you can hodge-podge a Warlord together out of those classes, but I likewise don't know if there's enough room left over to make a Warlord.

The Warlord didn't see much play in my 4E games to be honest. I saw more use of the Shaman and the Rune-Priest, which I think have more room in 5th edition as buffer/utility classes than the Warlord does.
 

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