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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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But that might be a perception thing. I saw the 4e warlord as "fighter with leadership powers" rather than "leader with some combat training". My "warlord subclass" for fighter was built with that in mind; if the latter is required I could see the need for a full class.
I believe it was intended as the former. Just a fighter that gave some buffs.

But it as the idea of the latter is what caught the imagination. A skill based guileful/inspiring buffer.

And yes, other RPG's have taken up the idea. Noble in star wars for instance, skill based inspiration and deception, with some fencing moves.


Also, baseketball was a comedy movie about a game where you insult people to screw up their shots. (never saw it). Just thought i'd toss that one out there.
 

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Huh. I though "no magic" was "no magic", ritual included. Either way, I guess its a feat-tax for a warlord as every other leader gets ritual casting for free...

Well, as for the first, I'd assume rituals would be banned in a truly "no magic" game. Or they'd be very hush-hush, at the very least.

As for the second, that's not entirely true. Runepriests, Ardents, Shamans, Skald Bards, Sentinel Druids, and Warpriest Clerics don't get RC for free. Even if you exclude the Essentials subclasses, it's still Warlord, Runepriest, Ardent, Shaman vs. Bard, Cleric, Artificer--the majority of leader classes didn't get it. In fact, IIRC, the release cycle for 4e pretty much made sure that only half of all Leaders got RC for free at any given time.

My point is that being in PH1 didn't save other classes. Elements of basic, 1e, and 2e all got dropped. You can't argue something should be there just because it was in PH1 of an edition.

While that's true, (1) I would be fantastically surprised to see the Illusionist fans actually disappointed by the Illusion School Wizard; and (2) all but "Priest of a specific mythos" was either less popular than the Warlord on the official WotC poll or actually exists in the game. The Elf race-as-class can be quite easily implemented: Elves cannot choose their class; they are always Eldritch Knights, which is unavailable to any other race, and which is allowed to learn whatever schools would be appropriate for the classic Elf race-as-class. You could go a step further and make all Dwarves Champions (but, seriously, why would you, what did the poor Dwarves ever do to you?? :() and all Halflings thieves. Or, if you want to go with the later rules where race and class are separate, just give some minor special benefit for playing with type (e.g. Elven Eldritch Knights can access additional schools; Dwarven Champions get...I dunno a +1 to all saves or something? I'm unfamiliar with the race-as-class concepts).

The Warlord outranked Illusionist (which was always a special kind of Wizard anyway) and Assassin--and both of those got made into explicit, in-your-face, clearly-referenced subclasses. The Warlord lost half its stuff, and the rest got made into a particular *build* of a particular subclass of another class. Does that not strike you as even slightly different?

The specialty priest thing I am iffy on. On the one hand, it's not a thing because (IIRC?) you had some pretty heavy customization of your "spheres" and such (although I could swear that "specialty priest" was actually a build option thing, not a PHB1 feature...) which is at best minimally possible in 5e. On the other hand, Domains really mean something now, and make a substantial difference between Clerics of different gods--some of them are robe-wearing, bespectacled ninnies (Knowledge domain), some are fire-and-brimstone preachers (Light domain), some are warrior-monks with (Storm) or without (War) a 'tude, some are sneaky sneakypants with a side of sneaking (Trickery). Given 5e's intentional aversion to complexity, the Cleric *already* is quite literally the most complex class in terms of variable features and available 'buttons' to push. So while it might not be as overtly supported, it's damn close, particularly since each Domain grants special Domain-related proficiencies, Channel Divinity powers, etc.

Actually, I just looked--from what I can tell, Specialty Priests were not in the 2e PHB. They were in Complete Priest's Handbook, as well as showing up in Legends and Lore, Forgotten Realms Adventures, Faiths and Avatars, and Powers and Pantheons. So they were a very common sight in 2e supplements, but unless they were in the 1e PHB (which I find incredibly unlikely, but would accept if you assert it is true as I've never read the 1e PHB) they were *not* a PHB class, and that explains their debatable absence.
 
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Actually, I just looked--from what I can tell, Specialty Priests were not in the 2e PHB. They were in Complete Priest's Handbook, as well as showing up in Legends and Lore, Forgotten Realms Adventures, Faiths and Avatars, and Powers and Pantheons. So they were a very common sight in 2e supplements, but unless they were in the 1e PHB (which I find incredibly unlikely, but would accept if you assert it is true as I've never read the 1e PHB) they were *not* a PHB class, and that explains their debatable absence.

Priest of Specific Mythos (PoSM) was mentioned in the AD&D 2e PHB after the cleric class. It was a set of guidelines and an example (the druid). Yes, it wasn't an official class in the PHB (it was, as you said, expanded all across 2e), but every other edition of D&D has shoehorned it back into cleric rather than let it stand as a separate from the cleric class. So yeah, its a rhetorical trick, and I admit that.
 

I honestly do find it a curious puzzle why this one class, in one specific form, is so precious to some players.
It does something well that the game never did at all well before. But, it's not just that the game didn't do a lot of martial concepts well - it doesn't do many caster concepts well, either, due to Vancian being so un-genre, for instance - but that it also did them in a way that was very disappointing or underwhelming or under-contributing or 'low' agency, depending on how RPG-theory you want to get in expressing what boils down to suck.

When I played magic-users back in the day, I noticed that they were nothing like wizards or sorcerers or anything else in any fantasy book I read or movie I watched. But they were still fun to play, the Vancian mechanic was a very game-worthy puzzle - you tried to pick the bests spells for the day based on what you know or could infer about the coming adventure. That's a fun little mini-game or meta-game. And, when you do pick the right spells, spells really do something. Perhaps most importantly, even though the mechanics for memorizing spells were alien to the genre, you could imagine they were just an abstract player-driven way of handling more arbitrary and genre author-force things like 'the stars being right' or 'laws of magic' or 'attracting the attention of terrible forces' or whatever, that keeps wizards from just doing whatever they want, instead of only what the author wants them to be able to do to move the story along - and you still seemed like you were using magic. And, that also all applied even at 1st level - you may have had only 1 spell, but when you used it, you were doing magic, because you decided to play a character who could do magic, and you decided when that magic would happen. Today, we call that a lot of things, like 'player agency,' and whatnot, but it's really just getting to play the character you want.

When you played a fighter, OTOH - and the result of this was that, after a couple of times, I just didn't - if you had this vision of medieval knight or, really, a lot of the characters you'd see in fiction or fantasy or myth or even history - he'd be fighting with a sword in exciting, dramatic duels, or jousting or repelling a siege, defending a village, fighting a battle and so forth. If you waited to 9th level, you'd get a few men at arms and be able to build a keep and do some of that. Until then, you'd be wandering around in dungeons, standing between monsters and the rest of the party while the cleric healed you. Your dramatic sword-fights were a dice roll or two, if you wanted to disarm you needed to use some pole-arm you never heard of, and that only if you convinced the DM that the footnote on the weapon table was a real rule, and when you did get those men at arms, they barely rose to the level of red-shirts. It didn't get a lot better for a long time.

But it did get better. In 3e the fighter got lots of bonus feats and you could really customize it. Your sword-fights (or, wierdly, spiked-chain-fights) got a bit more dramatic. You were closer to playing the character you envisioned, though it was all too likely that before very many levels, nothing you did would matter much compared to what some CoDzilla was doing. But it was a big step in the right directly. You could even take Leadership, which, again, maybe gave you a few redshirts, but also one pretty good henchmen - though, the best thing for it to be was probably a caster of some sort. Also, there were a couple of other non-casters, and you could mix & match, so build-to-concept was very much there, viability was the big stumbling block. But the weird part was the way that 3e called out the fighter as the frequent 'party leader,' (as opposed to face) while giving him /nothing/ mechanically to back it up.

In 4e, the fighter was balanced, but it's role was constricted down to a very specific function not unlike standing between the party and some monsters just like in the olden days - it still got lots of cool stuff to do while fulfilling that function, meat-shield function though it was. But, the Warlord was the more militant, functional useful leader the 'Lord' and fighter-as-party-anchoring-leader never delivered on. It stepped into a re-imagined role (broader than just healer) that had previously only been filled by casters and was competitive in that role.

4e brought the martial classes up to par for the first time in the game's history. Casters could still do more, especially out of combat, but the gap wasn't profound anymore. You could play a martial character and 'have agency' make real /and even varied/ contributions, make decisions that mattered, and generally not be overshadowed, and, as had always been the case with casters, be able to play the character you envisioned meaningfully from level 1. That wasn't just because of the Warlord - the Fighter, Ranger, and Rogue, within their roles, were also balanced and viable.

5e comes along, and the Ranger is back to being a caster, the Fighter (if he doesn't cast spells) is back to 2e-style high-DPR - which vaguely balances the class and gives him a real contribution to make in combat, but very little in the way of meaningful choices, build-to-concept, or 'agency' (whatever you do with your fighter, you either contribute DPR, or under-contribute radically), and the Rogue is back to 3.x style out-of-combat contribution + SA in combat. The Rogue probably got the least worst deal, but if you wanted to play a martial concept, you weren't much better off (unless you really wanted to play a thief or assassin) than you would have been in AD&D.

So, the Warlord is what's left to open up 5e to some good martial concepts. That's what I find particularly special about it in this context. In the context of it's introduction, it made a concept that had never worked well before work well and in a balanced way, both in terms of the RP/'fluff,' and the implementation and contributions it could make.


I think the analogy to Illusionists is a great example: some people liked it as its own class, and the Illusionist sub-class bears almost no resemblance to that original class, and yet you don't find 100 page vitriolic threads about Illusionists.
That happened back in 2e though. Anyone who was bothered by the Illusionist going from Magic-User Sub-Class to Specialist Wizard has had 26 years to get used to it.

And, while the illusionist as a specialist doesn't bear a strong resemblance to the original, it's mostly because it's become so much /better/. From topping out at 7th level spells, to full 9 spell level progression, from casting 1 spell at first to cast more spells at first than if he didn't have a specialty, to specialties being mandatory & having at-will cantrips and extra features for being an Illusionist. Who's going to complain about that?

Well, [MENTION=6801328]Elfcrusher[/MENTION], could it possibly be that A) We have a full Illusionist class in 5e, complete with pretty much everything a 1e Illusionist could do, plus more or B) there is a larger contingent of players who want a warlord class than an illusionist class or C) both of the above?
(A) it's a specialty, you choose it at 1st so it's a lot more like a class than most sub-classes, but it's still not a class in it's own right. Of course, it never appeared as a full class, in 1e, it was also a sub-class. (B) I've seen nothing to indicate that, if the Illusionist specialty didn't exist, there'd be fewer people wanting it than want the Warlord (or more, really it's one of those numbers no one's got any data on).

If you want a very similar discussion to this one, surf back a few months at En World and look at the Psionicist threads. Only difference is, the Psionicist crowd GOT what they wanted - a full Psion class. Every single argument applied to Warlords equally applies to Psions. So, pretty much, the arguments against warlords hold about as much water as the ones agains Psions. IOW, none.
Psionics are a science-fiction bit that lets authors in that genre use themes and story elements from myth, folklore and fantasy that involve magic. They're magic with the serial numbers filed off for use outside the fantasy genre. Used within the fantasy genre, they evoke that that science-fiction feel /and/ are redundant, doing nothing magic cannot, and doing it in a supernatural way not meaningfully different from magic. That's a much stronger argument against psionics than any leveled against the warlord. It still doesn't hold water, though.

But, out of curiosity, what does a 1e Illusionist have that a 5e one does not? Other than the fact that 5e uses a somewhat different casting system, what spells or abilities does an illusionist have from previous editions that is missing from 5e?
It's what's not missing. The 1e Illusionists spell list was a lot smaller and more heavily focused on illusions, very little that he did was 'real.' A 2e or 3e Illusionist specialist could cast a much wider range of spells than a 1e illusionist sub-class. A 5e specialist, IIRC, doesn't have opposition schools, at all. A purist could complain that the Illusionist is 'too good to be a real illusionist.' Heck, you could complain that the wizard is too much caster for any character concept, because it is so flexible in what spells it can cast that, given similar knowledge of coming challenges, any two wizards are likely to show up with very similar slates of spells and play very similarly. That's being a different kind of purist, though.


I can think of lots of arguments against warlords that don't apply to psions, except nobody seems to want to hear/believe my arguments. Psions don't encroach mechanically on intra-party social dynamics, or impinge on the player's right to describe his own character's mental states.
They have telepathy and mind control. They can /literally/ do that stuff. I don't think anyone had the temerity to bring up an objection like that, though. It is a really weak objection, since it relies on both hypothetical players being unable to handle the most basic aspects of participating in an RPG.

Nor does "Psion" describe an earned title. It's a one-word description of their trademark abilities, not a role to which they aspire.
That is a meaningless objection. The Psion name and psionic concept evokes another genre, entirely, a much worse problem. But, name-based objections are pretty pointless, there are problems with any name.

And no form of psionics currently exists in any base class, sub-class, or feat.
There are many classes that perform telekinesis, inflict psychic damage, dominate, levitate, etc... Everything a psion could do can already be done by some other caster. You could re-skin Sorcerer or Warlock (especially a GOO Warlock) to be a psion.

Psionics has also been around much, much longer than Warlords. (I'm not saying that should be relevant, but you are arguing that "every argument that applies to one applies to the other".)
There you go. A very similar argument, though, is that the Psion has never been in a PH1. It's even a stronger argument, since there was that playtest idea they were working from that classes not in a past PH1 weren't on the table for the 5e PH.

But, most importantly, the Psionics threads achieve nowhere near the epic status of the Warlord threads
Why that's the case was the question.
, nor are Psionics fans as intransigent in their views about what the class must include.
They're just as set in their ideas about exactly what psionics need to be. Psionics being or not being magic (and what that implies) is every bit as contentious in psionics debates as Inspiring Word as hp-restoration vs temp-hps is in warlord debates.
 
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Ok, but only in the sense that "Doctor" currently is. Not in the sense that "Surgeon General" is. One is a matter of being inducted into an order. The other is about rising to be one of only a handful of elites, after years of success. Come on, you've got to see the difference. Can you give me that, at least, to demonstrate good faith?

Class names are just a soup of whatever words happened to sound good. You pick a word that is evocative, sounds like it belongs in a fantasy game, and vaguely describes what your class is or does. Look at the 'big 4' class names. Rogue is an epithet, Fighter is an activity, cleric is a job title, and Magic User is a description. There has never been any standard or concept behind what classes are named for. 'Warlord' is no worse than any of those, certainly no worse than 'wizard' or 'rogue'. I'm sure WotC racked their brains for other terms too, but nobody has found one. 'Marshal' certainly didn't cut it, no more than 'knight' cuts it for fighter. Other names tend to evoke some sort of magical/mystical concept that narrows the class at best, or just doesn't accurately describe it. Things like 'commander' are too narrowing for instance.

I think we are stuck with Warlord, and it REALLY isn't that bad a name. Nobody feels stuck imagining their druid as a Celtic pre-Roman priest to the exclusion of all else, and you need not feel forced to consider your warlord a despotic 11th Century German Rhinish Baron either.
 

I don't understand why the debate(s) is so heated, either... other than debates get heated on the internet. I think it is helpful to identify some basic issues.

Read the first post. This thread is exactly one thing, "how many people want a warlord in 5e?" What exactly "in 5e" means is a little ambiguous I guess. There's another thread for ideas on making a fighter-based warlord, though I guess a bit of that discussion spilled over here, or at least a parallel exists here, where we discussed the degree of acceptable 'warlordiness' of different sorts.
 

Ok, but only in the sense that "Doctor" currently is. Not in the sense that "Surgeon General" is. One is a matter of being inducted into an order. The other is about rising to be one of only a handful of elites, after years of success. Come on, you've got to see the difference. Can you give me that, at least, to demonstrate good faith?
That's not the case though, especially with such an informal title as "warlord." "Warlord" is an archetype that you can aspire to be. You can be a king, military officer, or commoner bandit alike and be a "warlord." King David was probably just a warlord/bandit in the Judean countryside raiding the Philistines and King Saul alike until he became a king in his own right.

Also, it's worth asking whether Mike Mearls even believe himself that the Battle Master is the warlord? We have his statements that say 'yes,' but we also have the PHB that suggests otherwise. If the Battle Master is truly meant to be "the Warlord," why was it just not called "the Warlord" sub-class? We have a precedent for the Illusionist and Assassin, whose sub-classes are clearly meant to represent these other popular classes. But what was the need for name-changing 'the Warlord' to the 'Battle Master' if the 'Battle Master' is transparently meant to be the fully-represented 'Warlord'? These are the sort of subtle mixed-messages that indicate to pro-Warlords that the 'Battle Master' fails to utterly represent the 'Warlord.' For starters, the name is not there. No in-book suggestion that "this is your warlord now."

Even the Battle Master archetype description fails to even come close to suggesting that it's meant to be the Warlord:
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry
that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.
This makes the Battle Master sound more like a knight or a samurai inheriting a martial tradition or fighting style who does arts and crafts on the side. There's nothing of tactics, strategy, or group support. The closest is maybe "combat is an academic field," but that's a far cry from the warlord description:
Warlords are accomplished and competent battle leaders. Warlords stand on the front line issuing commands and bolstering their allies while leading the battle with weapon in hand. Warlords know how to rally a team to win a fight.

Your ability to lead others to victory is a direct result of your history. You could be a minor warchief looking to make a name for yourself, a pious knight- commander on leave from your militant order, a youthful noble eager to apply years of training to life outside the castle walls, a calculating mercenary cap- tain, or a courageous marshal of the borderlands who fights to protect the frontier. Regardless of your back- ground, you are a skillful warrior with an uncanny gift for leadership.

The weight of your armor is not a hindrance; it is a familiar comfort. The worn weapon grip molds to your hand as if it were a natural extension of your arm. It’s time to fight and to lead.
 

Which might of bumped it out of the PHB, particularly since they made an attempt with the battlemaster.

But like the ranger, they didn't quite hit the mark.

I think the 5e ranger evokes the 1e/2e ranger fairly closely with its 'druidic' and utility wizardly casting and fuses that with much of the 2e/3e 'dual wielder' thing. The problem, IMHO is that this is a pretty niche concept of a ranger. You have the archer route where you can do Robin Hood, which is fine, but then that doesn't mesh well with the magic of the 'Strider Ranger' concept, which also doesn't really mesh with the dual wielding that well.

I can see why they desire to do it over, and why some people don't get what they want out of it. Its not a BAD class though, just maybe a little less broad than it could be. Frankly I think the spellcasting should have been a side thing.
 

This is interesting. There is nothing in the 4e battle-master that implies he's not good with weapons or as good as a fighter with them. (Going on my memory of PHB1, a fighter got a measly +1 to hit to show it was a better combatant than any other class, with the majority of its powers being focused on defense/retaliation and occasional large hits. The warlord got a little less hp, and his powers rarely buffed himself, creating the illusion of being less effective. A fighter and warlord using a longsword, chainmail and shield had the same AC, to hit, and base damage (before powers) and the warlord had slightly less hp. There is nothing there that screams "I'm not as good a fighter as a fighter", just a different focus given by role.
Its a thing of increments in 4e, and you can shade things different ways. A high STR warlord of the correct build that pumps a lot of resources into direct attacks could probably match a lower damage range fighter that was going for say 'sword and board' where he takes a lot of hits off his allies and etc. BUT fighters do pretty good damage, almost striker damage. They get a lot of bonuses with their OA/CS stuff and those off-turn punishment attacks add a LOT of DPR. So, no, most warlords are falling decently short of the fighter. Warlord generally is about at the STR cleric level, maybe a tad better. OK, but not enough to depend on by itself. Once you add in added damage from his warlord powers, then yes, he's doing good damage, maybe the best in the party, indirectly.

What this seems to be proposing is less a "warlord" and more a generic "leader" class; something akin to the Noble class of 3e/d20 era. Someone who could fight (medium bab, d8 hd, but all weapons/armor) but in reality was highly focused on the social pillar (contacts, inspiration, favors, teamwork, cha-skills) that could work as a politician, diplomat, noble-scion, or military commander, depending on subtype or build. If that's the case, that might be a good class (certainly not a unique one, as mentioned it saw print on Star Wars d20, Dragonlance 3e, and other d20 games) and a "warlord" subclass for this noble class that gives it a boost on combat abilities would work well too, but it does seem like at that point we've considerably drifted form the notion of "4e warlord as a base-class in 5e" then.
No, I think I would start with a core of 4e-like warlord, which is middling direct damage and the ability to either enhance his allies damage or invoke their attacks off-turn, or something else equally useful at the tactical level. I'm good with allowing for a more social sphere warlord as an option. I think the 'strategos' that SteelDragon has was also a variation aimed at that option.

But that might be a perception thing. I saw the 4e warlord as "fighter with leadership powers" rather than "leader with some combat training". My "warlord subclass" for fighter was built with that in mind; if the latter is required I could see the need for a full class.

I think it spans that space entirely. I honestly never built a really 'fightery' 4e warlord, but I know its possible. The thing is you could use fighter for the really fightery versions in 4e and just hybrid/MC/pick up feats/etc and you can do a BM in 5e and pick up some leader there too. So I think the most useful version of warlord is the true leader type version. He can still amp up his combat prowess. Let him access some maneuvers or whatever and have an option for extra attacks, etc. I think it would cover everything from ALMOST a fighter down to a 'princess'.
 

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