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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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Well, there's baggage here. In the same way that I don't like to play with Drow (because in my view the 'good' adventurer Drow should be an extreme rarity, but thanks to a certain 3rd rate fictional character whose name rhymes with zits there's now at least one Drow at every table) I find the notion of the 'officer' class highly distasteful. So, being human, I recognize that the first time I have to sit down at a table with a Warlord I'm going to be pretty grumpy about it, perhaps largely as a result of my impressions for forum discussions.

Again, I do think you might be overstating things a bit. But, didn't you say that the only time you actually play (not DM) is in Organised Play? Which means, you have no choice about playing with Drow at the table.

I hope (futilely?) that being open about my now-less-than-objective biases doesn't cause Warlord-proponents to play some kind of high road, "I'm being totally objective" card. We all carry that baggage in one form or another, and it's affecting all of our opinions.



I meant that in the sense of a non-specialist in this specific narrow domain. (Or "Domain" really.) A cleric of Piblokto should, by definition, know far more about praying to Piblokto than any other class, unless he intentionally chooses to roleplay otherwise.



Again, for me it is the sum of the class, not the details of any one particular piece. When everything about the class...from its name to the description of its abilities to the agency dilemma posed by non-magical healing to the illustrative scenarios described by its proponents (e.g., the Patton-yelling-at-the-private example)...paints a portrait of a class that has authority/command over other player characters, then it's hard for me to just pretend that fluff doesn't exist.

Since nothing in the class actually forces you to accept any of the "orders", and you are 100% free to ignore the warlord, what's the problem? It's no different than not accepting healing from the cleric or telling the paladin to go buck a fuffalo when the paladin tells you what to do.

And I suspect it's the same for proponents, or they wouldn't be arguing so hard for that fluff.



My first reaction to that is that if you really don't like everything else 5e, why are you playing it? Will introducing the one class that you do like fix it? I hesitate to say "why don't you stick with 4e?" because that question is clearly overused as a kind of "love it or leave it" denigration, but...why don't you stick with 4e?


I love almost everything about 5e. It's by far my favorite edition. I'm an old grognard and it encapsulates a lot of what I loved about AD&D, without the parts I didn't like. There are a few details I'm not crazy about (Eldritch Knight, Polearm and Crossbow Experts, Drow PCs, low barriers to multiclassing, etc.) but overall I think it's awesome.

Furthermore, I don't believe that "more options are always better; you can always ignore the parts you don't like." I like games with fewer options. I never played 4e, but when I've picked up the books I think, "Ugh...too many tables and choices and races and maneuvers and rules." I do not want 5e to be that. I'm not trying to keep "bad" options (or my perception thereof) out of the game to be spiteful or mean, I genuinely do not want the game to bloat with options.

You're a grognard and you thought 4e had too many tables? :D And, again, we're talking one class that obviously has some traction with players (how much is undetermined, but, there is some traction for this). Not a huge issues. Do you have the same issues with the new Psionic classes, or the soon to be released Forgotten Realms book that is going to have new classes?

I like analogies, so here's another one: I would really hate to see the table on modern weapons in the DMG become a mainstream thing. Just because the devs figured out a way to balance laser rifles so that they're really no more powerful than bows, I just don't want to see players running around with them. "But just pretend they are bows!" No....it changes the flavor of the game. Every game has a different feel to it, and I like the feel of 5e as it is.

Would the inclusion of the Warlord (or laser guns) ruin it completely? No...but it's a step in that direction. If the Warlord, what else? Gish? Hexblade? Warden? No and no and no and no thank you.

Umm, 5e has a Hexblade (Warlock with blade pact), Gish (Fighter subclass) but, true, no warden.

Which, I think, is possibly why you are seeing so much push back on your arguments [MENTION=6801328]Elfcrusher[/MENTION]. A lot of the things you are complaining about and criticising already exist in 5e. You don't want a class that can tell you what to do - Battlemaster does this. You don't want Gish - it's right next to the Battlemaster. Don't want Hexblade - What do you think a Bladelock is?

My attempts in these threads, and my suggestions, is to figure out exactly what the Warlord proponents want to see if something can be designed that provides the necessary mechanics, but with a flavor that fits into the design aesthetic of 5e. Warlord, as proposed, does not feel like a good fit with the rest of 5e*, from the name on down. In my opinion. It's like adding an addition to a building in a totally different architectural style: it can be done well but it's not enough for the addition by itself to be good design: it also has to fit, aesthetically.

But maybe I should explain it this way: just like I truly don't understand why "non-magical, non-supernatural" is so important, but I'm taking it on faith that it is and trying to accommodate it, please take it on faith that I (and I assume others) truly believe that the inclusion of some "options" will adversely affect the overall game. I know you don't understand how that could be true, but it doesn't necessarily mean that I/we are wrong, just that we look at RPGs differently.

*That said, some of the proposed mechanics in that nicely formatted homebrew a few posts up seem perfectly nice. I'll read it again and respond.

Non-magical and Non-supernatural is important because it exists in so much of genre fiction. We want a class that can work as a party healer that is not tied to divine so we can play in a lower magic setting. Imagine a campaign with a Warlord, rogue, Battlemaster Fighter and a monk. The opponents are generally things like humanoids and whatnot. Nice Conan-esque campaign on the lower end of the fantasy scale. Or a Black Company style campaign where magic use is generally limited to NPC's. Or a Malazan Book of the Fallen style campaign where only one character in the group is particularly magical and he's gone a lot of the time. Or a Song of Fire and Ice style campaign.

Fantasy genre is chock a block with lower end magic campaigns. Without a non-magical healer, you can't use D&D to play them.
 

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Which is why I sort of like the idea of letting people spend their Hit Dice during combat. It's a new mechanic, it's flavorful, and it combines temporary HP + short rest recovery into one step. Is it as "good" as just giving HP? No. (Maybe a correlative ability would be slightly faster recovery of Hit Dice during long rests? Or the ability to regain a single HD during short rests if none are spent during the same short rest? Or something of that nature.) But it could be one arrow in the quiver. And I think it's more interesting to throw some curve balls into resource planning; if martial healing works "just like" magical healing then it's a missed opportunity to increase game depth.

Without trying to start a flame war, is there any chance that the stiff opposition to martial healing providing only temporary hit dice is based on a fear that it might get mistaken for evidence that "Hit Points Are Meat"? Or is really just that proponents believe you'll still "need a cleric" if the healing is only temporary?

I have no problems with the warlord simply giving bonuses to HD spent. And then a limited ability to spend HD in combat. Perfectly fine AFAIC. It would need to have some bonus in order to make it somewhat equivalent to magical healing. But, yeah, I think that's an idea that has legs.

Temp HP has nothing to do with the meat vs mojo debate. It's that Temp HP work kinda funny. You'd need to give the HP before combat starts (or at least before anyone got hit) in order for them to be as effective as healing. Or, even weirder, you'd have the 30 HP character hit for 20 damage and then receive 20 Temp HP. Then he burns a Second Wind and now he's got 40 HP for the next fight. Somehow getting hit by a sword makes me stronger? If there's a short rest in between, the character has now spent no resources whatsoever and is stronger than he started.

Which is going to lead to wonkiness where people will short rest as soon as possible to take advantage of Temp HP.
 

We would have to look and see if this would be a problem.
But you have to keep in mind that many cantrips do more damage at higer levels, manuvers don't have scaling build in the only way they scale is by having the ability to use them more often.
Martial casters (EK, Paladin, Ranger) do not get cantrips. Are you suggestion the maneuver-dice Warlord concept you are presenting would be full caster equivalent? In order to do so, you'd probably have to greatly pare back its other combat capabilities. Then you are right back in the domain of the lazylord who can forego any semblance of physical stats, ramp up his "secondary" stats, and yet still effectively hit like the high-strength barbarian, the high-dex rogue, etc...

It's sort of a double-dipping problem, so to speak. And it doesn't sit right with me. Too prone to cheese.

Also, is this Warlord incapable of properly defending himself without allies around to do the fighting for him? I don't like that either.

For example is a bard giving up his attack ( asuming no subclass so would have only 1 attack each round) to have a ally make a attack with a +1d8 damage bonus realy so powerfull compared to higer level cantrips ?
Absolutely it has that potential, yes. Is that ally a rogue getting SA? Or a paladin able to smite? Is that a raging half-orc barbarian he's giving his attack to? Or a greatsword wielding champion?
 

Again, I do think you might be overstating things a bit. But, didn't you say that the only time you actually play (not DM) is in Organised Play? Which means, you have no choice about playing with Drow at the table.

Yes, exactly. Which is why when people say, "Relax, if you don't like Warlords you'll never have to play with them" I know that's not necessarily true.

Since nothing in the class actually forces you to accept any of the "orders", and you are 100% free to ignore the warlord, what's the problem? It's no different than not accepting healing from the cleric or telling the paladin to go buck a fuffalo when the paladin tells you what to do.

This has been addressed several times in this thread. a) The cleric and the paladin are not dictating my character's emotional state ("...the target is suddenly overcome with love and reverence for your god's ideals...") so it doesn't bother me, and b) constantly rejecting the mechanical benefits of another class in order to avoid have my character's emotional state dictated seems like a crappy, anti-social way to play.

You're a grognard and you thought 4e had too many tables? :D

Ha! Yeah. By "tables" what I really meant was formatted pages of abilities for what seemed like an endless variety of classes and races and options.

Do you have the same issues with the new Psionic classes, or the soon to be released Forgotten Realms book that is going to have new classes?

I'm...nervous. But so far MM&Co. have demonstrated an aesthetic I mostly like, so I'm also hopeful.

Umm, 5e has a Hexblade (Warlock with blade pact), Gish (Fighter subclass) but, true, no warden.

Cool! That means it has a Warlord, too! /thread

:-)

More seriously, I just meant that some 4e fans are STILL CLAMORING for those concepts as pure classes, despite their sort-of-inclusion via sub-classes.

Which, I think, is possibly why you are seeing so much push back on your arguments @Elfcrusher. A lot of the things you are complaining about and criticising already exist in 5e. You don't want a class that can tell you what to do - Battlemaster does this. You don't want Gish - it's right next to the Battlemaster. Don't want Hexblade - What do you think a Bladelock is?

Again, two things:
1) Yes, I'm seeing those things in the PHB so wondering why the 4e fans want more
2) I'm not crazy about some of the language in Battlemaster, but it's only in a couple of places and relatively mild.

As I've said several times, it's the total package of the Warlord that I find objectionable, and I point out the details not because any single one of them (well, maybe the name "Warlord") is by itself a problem.

Non-magical and Non-supernatural is important because it exists in so much of genre fiction. We want a class that can work as a party healer that is not tied to divine so we can play in a lower magic setting. Imagine a campaign with a Warlord, rogue, Battlemaster Fighter and a monk. The opponents are generally things like humanoids and whatnot. Nice Conan-esque campaign on the lower end of the fantasy scale. Or a Black Company style campaign where magic use is generally limited to NPC's. Or a Malazan Book of the Fallen style campaign where only one character in the group is particularly magical and he's gone a lot of the time. Or a Song of Fire and Ice style campaign.

Fantasy genre is chock a block with lower end magic campaigns. Without a non-magical healer, you can't use D&D to play them.

Fine, but is D&D well "meant" for all those genres? When I want to play in Middle Earth I play The One Ring, instead of trying to force D&D to fit it.

I mentioned previously that I would hate to see laser guns become "official" weapons. But I would be fine with it if a version of D&D specifically for sci-fi, something that clearly was meant to stand alone from core rules, were introduced.

Maybe something similar should be done for "low magic" D&D: a set of classes that would satisfy those fans. Abdul implied earlier that he doesn't like the "entirety" of 5e: maybe the solution is a separate game, based on the same rule set, that has all the classes for the audience he represents, and none of the classes/options he doesn't like.

I'd be fine with it being a distinct version of the game, set in a different genre. Sort of like the various "Munchkin" sets: fully mix-and-matchable in terms of mechanics and balance, but clearly with different design aesthetics.
 
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Interesting. I like new mechanics.

Would make a great battle chant....

EDIT: How about reduces damage by your proficiency bonus, just to make it easier in practice?
Because it gives the bardlord a die to roll. It also gives a bit more verisimilitude. Sometimes your warning shout is more effective then others.

Otherwise, i would base it off of Int. If it's a major feature (like level 5), then both die and stat (1d4/6/8/10/12+int).
 

The problem with temp HP is that they don't necessarily work beyond the combat in which they are introduced. Whereas full healing does.

That's simply not the case.

PHB said:
Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest

So you could get temp hp, carry 'em through the fight, and even spend a short rest spending HD and still have 'em added onto that healing. They last until you get totally healed via a long rest - which, technically, is as long as any healing lasts.

Hell, reading that page and adding one sentence to the Rally maneuver ("these temporary hit points restore consciousness to a creature at 0 hp") is enough for a "get back in the fight" ability that is compatible with the view of hp as wounds.
 
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I find the notion of the 'officer' class highly distasteful.
So you focus on that one way of seeing the Warlord?
So, being human, I recognize that the first time I have to sit down at a table with a Warlord I'm going to be pretty grumpy about it, perhaps largely as a result of my impressions for forum discussions.
IMX, people are much smaller jerks in person than on line. I expect you'd do fine.

When everything about the class...from its name to the description of its abilities to the agency dilemma posed by non-magical healing to the illustrative scenarios described by its proponents (e.g., the Patton-yelling-at-the-private example)...paints a portrait of a class that has authority/command over other player characters, then it's hard for me to just pretend that fluff doesn't exist.
And I suspect it's the same for proponents, or they wouldn't be arguing so hard for that fluff.
The mechanics just have to be sufficient to cover the full range of concepts the Warlord has done, (and probably should do, in addition, in a game where there are so few martial classes to cover concepts), as long as nothing is lost, in that sense, there's no problem with moderating the fluff to keep it as suitable for all such concepts as possible - and thus, hopefully, not cause players to go crazy bossing other players around or crushing their character concepts just because they picked Warlord. I can be pretty hopeful about that, having played and seen the class in play for the ed's full run without any such things happening, ever.

My first reaction to that is that if you really don't like everything else 5e, why are you playing it? Will introducing the one class that you do like fix it?
For myself, I run 5e to support D&D, the RPG that started it all for me. I want to see the game I love succeed, even if the current incarnation may have technical weaknesses that a past one didn't. It's not the details of the rules that make it D&D.

I'd be more likely to start playing (ie, as a player), if there were an interesting class. So far the Druid was the nearest miss, for me. I'd played Vancian characters to death long since, never cared for the Monk in concept (I probably like it less than you do the Warlord), am cool to divine concepts, and don't care for heavily-DPR-focused options. So far, that leaves out, well, everything in 5e. All the definitive non-casters are focused all but exclusively on DPR, most of the casters are Vancian or close enough as makes no difference, and that leaves the Monk, which never had any business being there in the first place.

I hesitate to say "why don't you stick with 4e?" because that question is clearly overused as a kind of "love it or leave it" denigration
Yes, it is.

I love almost everything about 5e. It's by far my favorite edition. I'm an old grognard and it encapsulates a lot of what I loved about AD&D
It's a blast to run, and nostalgic as one could reasonably want from a modern game. Just wish it was less dissapointing, for me, from the player side.

Furthermore, I don't believe that "more options are always better; you can always ignore the parts you don't like." I like games with fewer options.
I never played 4e, but when I've picked up the books I think, "Ugh...too many tables and choices and races and maneuvers and rules."
Nod. I can sorta see how you'd get that impression (really not many tables though). But, unlike 3e (which IIRC, you also have limited exposure to), or casters in any edition where you had a complex web of choices that you had to plan 20 levels in advance or dozens of choices for each spell level that you re-chose each 'day,' 4e class choices were apportioned out as you leveled, picking a few things at 1st, and one or two, plus possibly re-training, as you leveled. PH1, you rarely picked from a set of more than 5 powers for any class, at any given level, mostly 4. As it expanded - and you really only see the impact if you check out the CB tool - more were added. So lots of choices, but fairly easy, and spread out of 30 levels.

It actually worked out to be very newbie- and casual-player friendly. Freaked returning and long-time players the heck out, though.

I do not want 5e to be that. I'm not trying to keep "bad" options (or my perception thereof) out of the game to be spiteful or mean, I genuinely do not want the game to bloat with options.
Fair enough, and you have the Standard Game - or if you want really austere, the Basic Game - for that. All those 'bad' or 'too many' options need never impact you.

It'd still be nice to keep the Advanced Game focused on the best stuff from each edition, first, before going off into making entirely new contributions to the cannon, and for the pace of introduction to remain relatively slow (1 'cruch' book a year, at the most, for instance).

I like analogies, so here's another one: I would really hate to see the table on modern weapons in the DMG become a mainstream thing. Just because the devs figured out a way to balance laser rifles so that they're really no more powerful than bows, I just don't want to see players running around with them.
The idea is that you'd never see those in a Basic or Standard game. Those versions stay relatively 'pure,' while the DMG and later advanced-game elements could be more inclusive or experimental.

Would the inclusion of the Warlord (or laser guns) ruin it completely? No...but it's a step in that direction. If the Warlord, what else? Gish? Hexblade? Warden? No and no and no and no thank you.
What 'ruins the game' is different for different people. I find the Monk and Psionics about as nice to have in the game as you find Warlords and laser rifles, respectively. The psoincs:laser analogy is particularly apt, since both are sci-fi bits. They'd ruin the game for me if I let 'em. I don't.

My attempts in these threads, and my suggestions, is to figure out exactly what the Warlord proponents want to see if something can be designed that provides the necessary mechanics, but with a flavor that fits into the design aesthetic of 5e. Warlord, as proposed, does not feel like a good fit with the rest of 5e*
Well, the Warlord's not in 5e, so that's inescapable, in a way. The Standard Game is very successful at evoking a 2e sort of feel, and, while I could imagine a 2e Warlord...

[sblock]#8 Dec 01, 2009 17:05:51

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OK, here's a quick shot at a 2e Warlord.


The Warlord is a member of the Warrior group and gains levels/HD based on the Paladin/Ranger column of Table 14, attacks per round as per table 15, and proficiency per table 34.

Warlord

Ability Requirements: Strength 13, Constitution 10, Intelligence 9, Charisma 14
Prime Requisites: Strength, Charisma (The Warlord gains a +10% bonus to earned experience if his prime requisites are all 16+).

While Warlords do not need Dexterity per se, it is desirable to avoid damage on the battlefield, or if the Warlord wishes to use a bow or other missile weapon more effectively.

Warlords can be of any alignment, but tend more towards law and towards neutrality with respect to good and evil, since leading men in battle demands discipline and a certain callousness or dispassion with respect to sentient life. Even so, chaotic warlords can be found leading loosely-organized bands of warriors through sheer charisma, and heroic ones fight unavoidable wars for the greater good.

While not quite the master of arms that the Fighter is, the Warlord considers himself to wield more than the weapons he grips in his hands. To the Warlord, soldiers and other allies are as much weapons to be forged and wielded with skill as are swords and arrows, and the terrain of a battlefield or fortifications of a castle as much defenses as a good shield or strong armor. Anytime a Warlord is entitled to make an attack, he can command an ally to attack in his stead, granting that ally a damage bonus equal to his 'Loyalty Base' adjustment for Charisma (table 6). Each ally can only be so commanded once per round. If the Warlord is entitled to multiple attacks, he can use each to direct a different ally to attack, if he so desires or attack, himself, in addition to commanding an ally.

Warlords are followed by their men not just because of their innate charisma or authority of rank or station, but because their tactical brilliance allows their allies to perform better than they would acting on their own initiative. Whenever a warlord directs an ally in battle, and the ally carries out the action as ordered, the ally gains a +1 bonus to any attack or check involved - if the warlord's Intelligence score is 15 or higher, the bonus is increased to +2. This includes, but is not limited to, the Warlord using one of his own attacks to command an ally to attack. The player of the Warlord cannot simply 'command' his allies to do whatever they were going to do anyway, though, the order must be meaningful - to change targets, use a specific spell, take advantage of an enemy weakness, or so forth. If the advice is particularly good, the action may well receive a circumstantial bonus from the DM, as well.

Warlord's keep their men drilled and alert. When the Warlord rolls initiative for his party, he subtracts 2 from the roll, making it more likely his side will act first. When the Warlord's party rolls for surprise he deducts 1 from the die, so his party is less likely to be surprised. When a Warlord of at least 7th level leads a party into an Ambush he may make a saving throw vs Paralyzation to spoil the ambush, even if successful, though, his party must still roll for surprise.

Warlords attract a body of men at arms to serve with them, just as fighters do, but do not need to set up a stronghold to do so. Many Warlords choose to serve as a general for an established king or lord (such as high-level PC fighter) or lead itinerant bands of mercenaries, instead.

Finally, Warlords are able to inspire their men to great feats of courage and endurance. NPC allies of the warlord add his level to their morale. Even more remarkably, the Warlord's inspiring leadership can rally men from the very brink of death.

Lead the Attack: With a valiant charge, the Warlord can inspire his allies to attack with increased ferocity. To use this ability, the Warlord must chose a specific enemy and charge that enemy before any other ally has attacked it. The Warlord's allies gain a +2 bonus to attack the same target until that target is killed, surrenders, or flees the combat. Each ally retains this bonus only so long as he attacks the designated target, if he turns his attention to a different enemy, he loses the bonus.

Inspiring Words: A Warlord of at least 3rd level can inspire a wounded comrade to renewed vigor and efforts. The warlord sacrifices one attack he is entitled to this round and instead Inspires an ally who can hear him. The chosen ally regains 1d8 hps per attack the Warlord foregoes that round. If the warlord is entitled to multiple attacks, he can use each to heal a different ally, or heal one ally and command him or another to attack (or attack himself). Each time an ally is healed with Inspiring Words, he must make a Saving Throw vs Death. If he fails the save, his wounds are too severe to be healed by Inspiring Words for the rest of the day. The ally does not have to make a this save if he has taken temporary damage from non-lethal combat or damage from non-physical sources, like Illusions, fear, or other forms of psychic trauma - such 'damage' can always be healed by Inspiring Words.

Rallying Call: Once per day, a Warlord of at least 5th level can rally his troops around him. The Warlord does not move or attack when using his Rallying Cry. Each ally who can hear him recovers hps as if the Warlord had used his available dice of healing from Inspiring Words that round to heal him, alone. If any affected ally is currently under a mind-affecting effect that a saving throw would have negated, he can also make a new saving throw. NPC allies who have been routed are immediately restored to good morale and return to the battle when they hear the Rallying Cry.

Faith in a Friend: Once per day, a Warlord of at least 9th level can inspire a close ally (fellow PC or henchman, not an ordinary hireling or temporary ally of convenience) to shake off the effects of a mortal wound or debilitating affliction long enough to return to the fight. The ally in question must be either at Death's Door, completely helpless, or have been (apparently) slain by an attack since the last time the Warlord acted, and the warlord must be able to see the ally, or the ally must be within the sound of his voice (though, obviously, he may not be conscious to hear it). The Warlord takes no other action for the round, and makes a saving throw vs Spells. If he succeeds, the effect or affliction that has rendered the ally helpless is removed; if he was (apparently) killed by a failed save, he is restored as if the save had been successful; if he was at death's door (or just 'apparently' killed by damage), he is restored to half his normal hps + 3d8 (though no more than his maximum hp total).

Fearsome Warcry: Once per day, a Warlord of at least 11th level can loose a terrible battle-cry that can break the morale of his enemies. Enemies with fewer than 4 levels/HD break and run automatically. Enemies subject to morale checks who hear the warlord must check morale immediately, with a penalty equal to the Warlord's Level + Reaction Adjustment (from Charisma, table 6). Enemies who succeed on their morale check or who are not subject to morale failure still take a -2 penalty to attack the Warlord and his followers while the Warlord still stands. Any enemy with more than twice the Warlord's HDs/levels is unaffected.



Oooh... level titles:

1 Hussar
2 Sergeant
3 Centurion
4 Hipparch
5 Tactician
6 Oberst
7 Brigadier
8 Strategist
9+ Warlord


;)

Oh, I forgot race & level restrictions... unfortunately, they're in the 2e dmg, which I don't have handy, but I remember the 1e race/levels vaguely... so this is based on that, for 2e, up it a bit (or up it to match your house rules - many DMs did).


Race Warlord
-------- -------
Dwarf 9
Elf -
Gnome -
Helf-elf 5
Half-orc -
Halfling 8
Human U

*A Dwarf with STR of at least 17 can reach 10th level, one with STR 18 can reach 11th. A halfling with CHA at least 17 can reach 9th, one with CHA 18+ can reach 10th.
[/sblock]http://community.wizards.com/content/forum-topic/2440786#379645201
(Been meaning to copy that off the WotC boards.)

... I don't think a good version of the actual Warlord would fit the Standard Game that well. Not as badly as all that, given that HD & overnight healing and a few other base mechanics are well-suited to it in theme as well as functionality, but just not the kind of nostalgia ride that's ideal.

As an addition to the Standard Game, though, that's not an issue. It's meant to be customized to feel very different by different DMs.

Just be happy that your preferred vision of the game /is/ so close to the Standard. Don't begrudge everyone who isn't so lucky the chance to get what they're looking from out of the Advanced Game.


But maybe I should explain it this way: just like I truly don't understand why "non-magical, non-supernatural" is so important, but I'm taking it on faith that it is and trying to accommodate it, please take it on faith that I (and I assume others) truly believe that the inclusion of some "options" will adversely affect the overall game. I know you don't understand how that could be true, but it doesn't necessarily mean that I/we are wrong, just that we look at RPGs differently.
Too very, very different things. Here's an analogy: the Peanut Butter Sandwich. When I say I like peanut butter, so it should be available in stores, I'm talking about something I want, that I will use, myself. OTOH, when you say that some food is just bad, and peanuts particularly so because you're fatally allergic to them, you're talking about something you'll avoid at all costs.

My eating a peanut butter sandwich in San Jose will not kill you in Boston. That's why wanting an option for personal reasons you'll have to take on faith is OK, and wanting to deprive everyone of that option for personal reasons we'll have to take on faith is not.

You need never play a Warlord, you need never play at a table with a Warlord, you need never use dice that were made in a facility that may also have been used to process Warlord and War- or Lord- related products.
 
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Nope!

TBH, I'm not convinced that a "spell-less bard" a la the spell-less ranger wouldn't fix half these issues. :)


It would need some robust "spell-equivalent abilities," since a bard is a primary caster, but that's not the hardest design challenge in the world. It would be a significant departure from the bard as-is, but totally a viable thing.

Well, make a spelless bard, swap spells for three times the Battlemaster progression and what do you get? exactly the same that other warlord and tactician brews


Well, wizards /were/ called very generically Magic-users for quite a while.
The name was the only generic thing about the MU/Mage...

And [MENTION=92511]steeldragons[/MENTION] nice work over there. I guess I'm officially a hipster now. These arguments kept going in circles so I guess they are futile. Unless warlord fans get thousands of signatures on changer.org or something this discussions aren't getting anywhere...
 

You need never play a Warlord, you need never play at a table with a Warlord, you need never use dice that were made in a facility that may also have been used to process Warlord and War- or Lord- related products.

This is demonstrated to be incorrect up-thread. I play AL, as a player not a DM. If Warlord graduates from UA and becomes a "core class" I will almost certainly have to play with Warlords. Even if you want to try to think of it as "basic" versus "advanced" game. There is no way AL won't eventually encompass more official classes & races. No way.

(EDIT: "advanced" content will also appear in official adventures, which I buy and run for my table.)

The peanut butter analogy is about as weak as it gets, by the way. I don't go to supermarkets for the aesthetic experience, and I don't have social cooking sessions with the other shoppers.

Maybe the peanut butter analogy is better applied to having the Warlord appear in some other RPG available in my FLGS. Fine, I'll grant you that: I'll be happy for you if my FLGS continues to offer RPGs with Warlords in them, as long as they're not in the jar that I'll be eating with my Grognard Jelly.
 

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