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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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1. I have never seen a defense of "mitigation" nor THP that convinced me that they were actually capable of keeping an entire party going. Every description I hear is either just the ideal of it, or simply assumes that they absolutely HAVE to be perfectly equivalent because they're all having some kind of influence on the damage/HP spectrum. I do not, currently, believe that is the case. Actually "restoring" HP strikes me as orders of magnitude more useful, reliable, and meaningful...unless you make the mitigation/THP so big it's impossible to overcome, at which point it's very clearly broken as all hell. I have never seen even a single empirical nor mathematical argument either way; if someone would care to do the honors, I'd be very, very interested.

Mathematically, 5 points of damage healed is the same as 5 points of damage prevented, more or less. It's 5 points of damage you don't take. Functionally, their difference is largely only at the extremes: THP is more useful at full HP because you can let it float on top of your normal HP, thus giving you a bigger HP pool. Healing is more useful at 0 hp, because healing restores consciousness and THP doesn't. Between full HP and 0 hp, they're largely the same thing.

2. ...
This is less a "sell me" and more a "why I'm not big on Battlemaster-as-Warlord" point. I strongly believe in a mutual shaping relationship between the (mechanically relevant) behavior a player engages in and the options/incentives provided to that player (via class, race, equipment, whatever).

I don't know what a mutual shaping relationship is or why the BM's options and incentives fail to have one with the player's behavior, but if your opinion is simply that the BM will never be the warlord and you're not willing to re-evaluate that opinion given some counterpoints, that's totally your prerogative. There's not much to have a convo about at that point, but we've all got dealbreakers.

3. I feel that the Warlord was at its best when, as I've said elsewhere, "facilitating" its allies, either directly (physically "leading the attack" and thus making allies better) or indirectly ("leading from the rear," granting attacks or "presence" stuff to allies). I feel these things are really core to the class. I've seen some ideas for how to do this in 5e, but a more...coherent presentation would be welcome.

Yeah, I'm in. Personally, I got high hopes for the Purple Dragon Knight - its presentation in previous e's has leaned on the inspiring leader archetype, so there's reason to hope that 5e will follow suit.

4. I think it's...dumb (vast understatement to avoid language filter) to require a feat for a concept, particularly when feats are optional and, as I've learned from many a forum debate, very very very often banned completely. If the Warlord is to find a serious home in 5e, I currently believe it MUST be done both (a) without feats, and (b) such that relevant feats (e.g. Inspiring Leader) remain just as beneficial to the Warlord, if not moreso (just as feats supporting archery are highly desirable for anyone with high Dex and the Archery combat style).

I dunno about all those very-s, and when everything is optional (including any future warlord class/subclass), I don't know why feats get singled out as unacceptably optional. Any player who ever wants to play a warlord has to have a DM who is on board with that, just the same as any player who wants to play a druid or a drow or a sailor or whatever. There's no real way around that.

It would also be pretty nice if any suggestions would tackle the whole "Warlords in 4e could leverage ANY mental stat into useful benefit," which was lovely and made for interesting, meaningful differences in play and focus.

Does every warlord leverage any mental stat, or does any warlord leverage any mental stat? Or more coherently: is the choice of mental stat something that is made when choosing what action to perform, or when building your character?
 

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I'm still rather more persuaded by the, "I am currently dying"->actual HP restoration->"I am no longer dying!"

Particularly because, in exactly 0 of the cases you've described, does the character actually die from the damage taken. They're dying, sure, but actual HP restoration would fix that.

In which case, most of the examples you've given result in, at most, rolling a Death Save or two, at which point you have your 25 HP--even those cases where THP don't save you. (Also, I'm not sure why the THP would "save" you if you take 150 damage?) Certainly Disintegrate kills you, but if your DM is throwing that at you when you don't yet have high enough *maximum* HP to not die outright from it, well...if I were in your place, there might be a flipped table. That one particular spell, whose specific thing is that it Kills S**t Really, Really Dead, causes you to die outright without the THP is...not particularly persuasive.
 
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Which means they might miss their round while they're waiting to be healed. Or finished off by two melee attacks. It seems better to you because yiu underestimate how dangerous dieing is.

Also 150 would kill you outeight because of the massive damage rule.
 
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Temp HP vs. Real Heal comes down to a perception game. HP is effectively a clock, counting down how long you have until you drop. Temp hp adds more time to the clock, while healing resets the clock.

Imagine you were in a maze, and you had to run it in 30 minutes to win. As a bonus, you can either add 10 minutes to the clock before you start (giving you 40 minutes) or, at any time, set the clock 10 minutes back. I think the vast majority of people would choose the latter. Why? Well, they might not need that extra 10 minutes to run the maze; a combination of lucky and good could get them to the end in 22 minutes, and it doesn't matter if you have 8 or 18 minutes left at the end. Whereas, if you make a wrong turn and mess up, you can reset the clock if you need it, resetting the clock from 26 minutes to just 16, which might be enough time to get you to the end.

Effectively, either way you have 40 minutes in total. But people feel better when they know they can change the clock (via the reset) vs. simply adding it on before they enter. Then again, the former is automatic and the latter requires conscious choice to use (and thus, you have to be aware of time and hope you guess correctly on when to use it). This is especially true if there is no benefit NOT to using it (as a spell slot saved to healing that is never needed before a long rest would be) or the option can be used in other ways (rather than adding 10 minutes, you could use it to get a hint, for example).

I can certainly see why the latter would be a popular psychological choice (an active insurance card vs a passive cushion) even if at the end of the day, you still have 40 minutes to beat the maze on paper...
 

they each have their own benifit.
healing get's a "bonus" due to the fact that there are no negitive hit point. if you have 1 HP, take 10 daamge, and are healed 1 HP, you get a 10 point bonus.
temp can prevent you from dropping in the first place, thus it gives you a "bonus" action where you would otherwise be unconcious.
neither happens that often.
i'm personally fine with cleics getting mostly healing, and bardlords getting mostly temp. it let's the classes be different. though it wouldn't hurt to have some overlap. clerics have aid, and bardlords geta "stand up" ability.

and as i've said to the other side, balance is all in the numbers. and that's easy to tweak. 5 THP? 10THP? 7THP? whatever is balanced.

that said, my big issue with temp is that it doesn't stack. and there's already a juicy feat for it. thus it should be mitigatin (damage reduction) rather then THP or at least not fully THP
 

You have only that to add? And no, you most definitely did not have that freedom in 4E.

Yes, you do. Factually. Role=\=thing you have to do. My favorite builds are control rogues, monks and assassins, while I play with people who play nova dpr mages, control swordmages, dpr fighters and wardens, and on and on.
4e roles aren't boxes. They are no more than a description of what you class is naturally best at.
 

Being good at certain things doesn't mean that you would therefore have a job to do that thing. It comes down to freedom of choice, basically.
you most definitely did not have that freedom in 4E.
This puzzles me. What force or person prevented freedom of choice in 4e that wasn't operational in AD&D?

As I quoted upthread, AD&D 1st ed actually had rules dictating that the GM put roadblocks in the way of level advancement if a player played his/her PC contrary to the "natural functions" of his/her class. 4e has no such rule.

In 4e, as in AD&D, certain classes are good at certain things. If you want to play in a way that departs from your class's default strengths you'll have to think harder - that's no less true in AD&D than in 4e.

The four 4e roles were modeled after the core four character classes place in combat (tanking, healer, dps, and debuffing). Its easy to see how he fighter defined the defender role. However, due to the intercompatibility of any class with X role does their job on par with the trope namer, a lot fo recycled designed crept in.

<snip>

Role-assigned mechanics are prescriptive. They don't describe what the class did, they tell it what to do.
You seem to be describing the principles that govern class design, not the principles that govern play. As a 4e designer, I'm expected to design a class to some sort of function. [MENTION=82106]AbdulAlhazred[/MENTION], not too far upthread, has noted that some elements of AD&D class design suffered from a lack of doing this.

As a player, though, I just have to play my character. There is no force or rule that obliges me to play my class at what it is best at. The fact that my character can heal, or mark, is no more "prescriptive" in 4e than it is in AD&D.

You also create scope for contrived Classes like Warlords that are designed solely to meet the demands of these roles, rather than being archetypal in a narrative sense.
This was discussed upthread. A warlord - an inspirational leader - is a very clear archetype. Aragorn, Faramir and Imrahil are all examples.
 

Some thoughts:
Anti-warlord folks: what if it was called captain, which is used widely to mean many different things but evoke inspiration, leadership, ect?
What if it was more than just the combat oriented tactician, instead encompassing that, the vanguard charging bannerman, the knowledgable guy whose knowledge helps overcome obstacles including monster knowledge type stuff, even the oceans 11 style schemer/face. So, plenty of room for archetypes, with core, mechanics involving enhancing teamwork, inspiring by example, perhaps a mechanic where the capt is super good at aiding in skill checks, perhaps making group checks easier, and aiding with checks that normally wouldn't allow it.

Pro-warlord crowd: Is it important that the warlord have 4e terminology, direct translation of specific abilities, ect?

For me, I see a huge missing piece to the game where a warlord sw: saga noble type character fits, and it's a fun set of concepts to play.
 

Some thoughts:
Anti-warlord folks: what if it was called captain, which is used widely to mean many different things but evoke inspiration, leadership, ect?

No. It doesn't deal with the issue of people not wanting to have a character class devoted to lording it over other characters in terms of rank or that people feel it unnecessary to have another entire class when they feel it can easily be done within the current class options available.

People cite military generals like Julius Caesar or Hannibal as examples forgetting that if these people had levels they would be very high levels to begin with, and would basically be fighters (regardless of needing to get their own hands dirty anymore). Not that they would have gained their experience through journeying through dungeon and wilderness adventures in any case. The notion of possibly having a Noble Class akin to the Aristocrat NPC class found in the 3rd edition may have some merit, insofar that it would allow for some machiavellian politico style characters with some military strategy understanding, but it's not really what people are asking for. You could probably do that with a Noble background attached to a Rogue Class, actually.

As said previously, the best bet for this type of thing is to look at developing the current Classes available - the Fighter Battlemaster and/or the Bard College of Valour - along with Backgrounds, skills and feats suited to taste. Heck, call them 'Warlords' if they make you feel better, but the idea of shoving in another Class to accommodate a contrived, mechnanical-inspired, non-archetype just because it happened to be in the last edition and some fans can't get over it? Nadda, niet and numpty-noooo.
 
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Mathematically, 5 points of damage healed is the same as 5 points of damage prevented, more or less. It's 5 points of damage you don't take. Functionally, their difference is largely only at the extremes: THP is more useful at full HP because you can let it float on top of your normal HP, thus giving you a bigger HP pool. Healing is more useful at 0 hp, because healing restores consciousness and THP doesn't. Between full HP and 0 hp, they're largely the same thing.

I guess my concern is that 5e--especially at low levels, but AFAICT it's true all the time--is a VERY dangerous, high-damage game. That is, either you don't get hit at all, or you get hit for 30-50% of your maximum HP every hit. THP can help give you an extra hit, but unless you're fantastically lucky, you are going to go down sometimes, and a "naturally supportive" class (since we can't use the R word) that can do absolutely diddly-squat nothing about that seems unwise and possibly unfair, giving the impression that it's an equally viable option when it isn't.

I don't know what a mutual shaping relationship is or why the BM's options and incentives fail to have one with the player's behavior, but if your opinion is simply that the BM will never be the warlord and you're not willing to re-evaluate that opinion given some counterpoints, that's totally your prerogative. There's not much to have a convo about at that point, but we've all got dealbreakers.

It was hard to find the words to say what I wanted to say in a small space, so I'll try to expand.

Basically: I believe that people should have control, to a certain extent, over what general "regions" or "sections" of the game's mechanics they have direct access to. That is their behavior (both as a player, and as a character) shaping their mechanics. But at the same time, I believe that the mechanics you have access to majorly shape how you'll have the character behave. A character which is highly enabled to open her own can of whoop-arse is going to do so, at least some of the time. Exceptions will be rare, particularly when doing so is even slightly advantageous. The Battlemaster, at very most, can grant attacks to allies a couple times in a fight--the vast majority of her focus will still be on her own efforts. Action Surge only benefits her own efforts; Second Wind and Indomitable only improve her own survival.

At best, two or three of the dozen-or-so attacks she makes in a given fight will be granted to allies--offensively or defensively--the vast, vast majority of her contribution will still be her own. Even if she spends every single one of her Superiority Dice on ally-boosting effects, her player is strongly incentivized to think primarily about how she can personally-and-directly affect fights--not just the current fight, but future ones. The player's choices of ASIs/feats, gear, "boons" (unique non- or semi-equipment rewards of all kinds)...all of this will be shaped by the fact that a good two-thirds or more of her abilities are wholly centered on making herself more damaging, more survivable, more engaged (Action Surge). This mechanical fact shapes player choices and character behavior--which, in turn, shape the future of the character's mechanical reality. Hence, a "mutual shaping" relationship--each can be said to play a part in determining the other.

Since most of the issues I have with the Fighter chassis are baked into the fundamental class itself (3-4 attacks/Attack; Indomitable; Action Surge), but others are also baked into the subclasses (90%+ of maneuvers boost your own damage/hit rate, and the Champion is exclusively self-only passive benefits), I am very much of the opinion that trying to re-work it is not going to cut it. The mechanics will still naturally encourage the Fighter toward self-benefitting actions, and away from ally-benefitting actions. I would like a class that, by its very mechanical construction, encourages actions that make allies better at what they do *instead* of just doing most of the work yourself--whether "proactively" (e.g. hitting stuff to give bonuses when other people hit it?), "passively" ("presence"-style stuff?), "indirect" (granting actions?), or whatever other categories seem interesting/reasonable.

As someone very nicely put it in another Warlord thread: I see the Battlemaster as "the Fighter that picked up a side of Warlord," in much the same way that an Eldritch Knight is "the Fighter that picked up a side of Wizard." That's why it's perfectly reasonable for the vast majority of the Battlemaster's special mojo to be so self-supporting, rather than ally-supporting: that subclass has pinched the beneficial parts of another class to get better at its own native shtick, which is (more or less) being a durable bruiser. A 5e translation of the Warlord, on the other hand, would have features the Battlemaster doesn't get, lack features it does get, and have an enormously greater focus on working with/through others rather than "merely" next to them (if that makes sense).

Yeah, I'm in. Personally, I got high hopes for the Purple Dragon Knight - its presentation in previous e's has leaned on the inspiring leader archetype, so there's reason to hope that 5e will follow suit.

Yeah, I'm afraid I just don't have the emotional investment left to "hope" for an official Warlord-alike coming out any time soon. Whether it was intentional or not, whether it was hype or not, whether it was "just business" or not, 5e left me feeling like my interests had gotten the cold shoulder. The blanket silence on a lot of important topics (like the TCM), particularly when direct communications from the devs to me indicated (at least to me) that it was still to come, hasn't helped.

I dunno about all those very-s, and when everything is optional (including any future warlord class/subclass), I don't know why feats get singled out as unacceptably optional. Any player who ever wants to play a warlord has to have a DM who is on board with that, just the same as any player who wants to play a druid or a drow or a sailor or whatever. There's no real way around that.

I've just been told by more people than I can count on four limbs that feats are, and always will be, banned from their tables, fullstop. The intense antipathy I've encountered for feats (among other things) suggests to me that, if the 5e translation of the Warlord is to be viable at a majority of tables, I'm of the opinion that it absolutely *cannot* be dependent on feats. There are DMs that are a-okay with custom classes, but absolutely adamant that there be zero feats present at their table--for whatever reason, be it charop-avoidance, desire for simplicity, whatever. Making it depend on feats means making it hard-banned from too many tables that might at least consider it otherwise. It's already going to be an uphill battle at some tables, sure--I just see it as unnecessary fuel for the fire to make it feat-dependent too. You need DM approval for absolutely everything in 5e, if we're going to get technical--the whole thing is Schrodinger's Rules, where you never truly know what the rules are until the DM tells you (and, IME, even that is not wholly reliable). ((Yes, this is hyperbole, but it isn't completely devoid of experiential basis; as I was once told about the traffic laws of Boston, "the rules are a suggestion" and nothing more.))

Plus, I really do feel that my other reason for that request is the more interesting and meaningful of the two. With all of this, assume a character of level 2 or 3, since 5e intentionally makes the first couple levels "apprentice" stuff (or "training wheels," as I prefer to call it). An "archer" character--regardless of class--values picking up Archery feats because they directly improve and expand what they're capable of; there's nothing lost/wasted/redundant about them, as far as I know. Greatweapon fighters start off good at greatweapon fighting, and get even better at it if they spend the feat. But for this character concept--a heavy-support martial character--not only is a feat mandatory to really start supporting the whole party, but it's mutually exclusive with the main class feature people keep pushing (THP-granting)? That seems really unfair to that archetype, particularly when most other "gotta spend a feat, bro" archetypes have had that opportunity cost completely eliminated, whether through general rules ("Finesse" is now universal, not a feat) or backgrounds. For a simple example: my 5e "Academy Graduate" Bard is more of an academic and thus vaguely Wizard-like, while the "Entertainer" Druid is an actual public performer, and literally gets called "the Bard that isn't," and variations on that theme, by several other players.

Making a Warlord that doesn't need feats, but can still totally benefit from them--would even find them highly desirable!--seems like a better choice. It avoids the feat-antipathy issue I've seen, it follows what seems to be a 5e paradigm (feats are for enhancing more than enabling), and finally...it just means the player has greater control over how they build their character. Perhaps, instead of going for Inspiring Leader, a "5e Warlord" grabs Medium Armor Master and thus becomes a Dex-"tank"--"You can fail to hit me, or you can waste your efforts on my friends, they'll just shrug it off!" Or maybe a Strength-favoring Warlord goes for Polearm Mastery; or a "lazy-ish" high-Int, high-Cha Warlord goes for Actor because that leverages his prodigious social skills and Spy background better (which also strikes me as "enhancement" more than "enabling," just for non-combat). Since you seem to find it very appealing that, through choice, a 5e character actively makes a role, rather than "having" one, I feel like this is exactly the same logic applied as a design principle--give players the most opportunities to make the role for themselves, and that means NOT requiring them to take feats. A Battlemaster who wants to become more Warlord-y takes Inspiring Leader; a Warlord takes Inspiring Leader to *specialize* in Warlording, and takes Great Weapon Master (or Martial Adept) to become more Fighter-y.

Does every warlord leverage any mental stat, or does any warlord leverage any mental stat? Or more coherently: is the choice of mental stat something that is made when choosing what action to perform, or when building your character?

The latter, at least in 4e. Of course, that doesn't have to remain true in 5e--I could quite easily see a 5e translation of the class which gets its abilities "a la carte," much like the Warlock or Battlemaster Fighter does (which would be sorta halfway between "when building" and "when acting.") But in general, you could create a (4e) Warlord who valued any one (or, for "Lazy"/"Princess" builds, two) of the "mental" stats. Some "presences" (core features--gave passive buffs to allies and boosted certain powers) benefitted solely from one stat (Int or Cha, usually), while others were flexible and could go for either of two stats (e.g. "half your Charisma or Intelligence modifier"), and one even got different boosts from different stats if an ally spent an action surge to attack (+Int+half level to damage) or didn't attack with it (+Cha+half level THP).

Now, just to be clear here, I am NOT trying to say that these presence features should be carried over word-for-word; that would be silly and almost certainly broken (whether good or bad, I cannot say). But the fact that you could make a Warlord who valued any (one or two) of the mental stats was awesome in my book. It meant having a martial combatant could be both mechanically and thematically encouraged to seek any (one) of those characteristics as a defining trait--which I think is a good thing. Just like I think it's a good thing (though not without its share of issues, either) that a pure-Dex Fighter--or really any class, now--is supremely viable from level 1.
 
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