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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Pro-warlord crowd: Is it important that the warlord have 4e terminology, direct translation of specific abilities, ect?
I have no issue calling it something else. Like battle-bard.

I've never actually called my warlord character a warlord in game. I called him jeff, and puck (pixie warlord FTW).

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.
I'm less enamored by the name "noble", worse then warlord IMO. But again, i don't go around in game calling myself a noble.

But yes, 4e is not the only game with that archetype.
 

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I'd probably be happier with a noble-like leader class and the option to make a warlord-like fighting variety (as a subclass) in addition to a more diplomatic subclass and a healer/medic subclass. To me, that covers a lot of ground for having a non-magical mental-based character option than a pure warlord conversion is.
 

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.

The high-damage perspective is pretty accurate from what I can see - fights are made to be quick, after all. But THP and healing don't differ in that they both give you extra hits between max HP and 0 hp. Where they do differ is that THP can't make you conscious again, but can exceed your normal max. And I can totally get the fact that when you want to play a support character, part of what you want to do is wake people up from unconsciousness. The Battlemaster doesn't have a specific class feature or ability that allows them to do it. If you wanted to play the battlemaster as someone who can wake people up from unconsciousness, and you wanted to do it without feats, you'd need to look at things like potions of healing and how Action Surge can let you use them without giving up your attacks or doing two healing potions in one turn. While that would cover that base nicely (healing potions are cheap, after all!), I can totally understand why that's not greatly satisfying for warlord fans and why having some class feature that could undo unconsciousness would be a valuable thing.

There are ways to wake people up from unconsciousness that are not healing, of course. A "last stand" manuever that allowed someone to press on at 0 hp without unconsciousness, for instance, or which you could activate as a reaction to them falling to 0 hp and if they make a Con save (+ your superiority dice on the save), they can stay at 1 hp (a little like the 5e zombie mechanic) would all fit the bill. There's probably other ways to go about it as well. That + THP means that you have everything a true healer has and then some, all without invoking the specter of "martial healing" and inspirational HP.

It wouldn't satisfy those who view martial healing as a dealbreaker, though, and it would still have a lot of options that WOULDN'T be increasing allies' potential.

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.

So like how choosing the BM gives the player access to the game's manuever mechanics, or how choosing the cleric gives you access to the game's spellcasting 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).

Totally reasonable. If you wanna be an inspiring leader who helps party members, you're better off with bard and paladin since they're easier to take in that direction, and fluff-wise, those have supernatural stuff going on (though it's reasonably easy to fluff the supernatural out of them in a lot of situations, too, that's still "work"). Fighters still plow attacks into enemies on their default mode.

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.

"Still to come" on a slow supplement release schedule is definitely a long view.

I think WotC had some trouble identifying what people actually want out of a warlord that isn't "be exactly like a 4e warlord." The BM seems like it was designed to be the "fighter with lots of tactical and strategic options in a fight," someone who was making a lot of turn-by-turn decisions to capture the "what power do I use?" feel of many 4e classes. It has some inspirational leader capacity, but it's not designed around that concept.

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.

I don't think a feat is necessary to take a BM in a heal-y direction, just useful. Potions of Healing do the job of getting you up when you're down well enough (and you can even craft them with herbalism kit proficiency), and Rally takes care of most of the rest. But just because you can take the BM in a healy direction and be fine doesn't mean the BM is made to be party support, and I get the perspective that wants to be party support without spells out of the gate. While possible with any class, there's not a class that is good at it on auto-pilot.

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.

With the current BM, you don't lose anything by putting your second-highest or third-highest score in CHA or INT or WIS if you want. There's no incentive to do so, but if you want to play a character with high mental ability scores, nothing stops you.

I think if we're looking for an "inspirational leader," that makes sense as a character who can get some mileage out of a good CHA. I imagine the PDK will do that, if it's following in the vein I expect.
 

I'm okay as long as it gets the concept. Someone who, through guts and charisma, inspires other to do great deeds. Doesn't need direct conversion, but the basic idea.

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.

Now, Trippy. We're talking Dungeons and Dragons here, where three different varieties of "Wizard but more different" in the Sorcerer, Warlock and Wizard exist, and that's before I cheat and decide to go diving into 3.5E's' great big list of classes.

Once again, no, we don't want someone lording it over anyone else. We want someone who inspires others to perform great deeds, by their own deeds and words. We don't want them tied down by being a music player or the stigma of magic, so Bard is out of the question. And, while you might make a case for some more war-minded leaders, c'mon. Julius wouldn't be a high level Fighter. You keep trying to say its "a mechanics thing" but its not. There is no way to make a character, at the moment, who inspires others to do deeds through action. You either say "Oh yes my fighter is totally doing this!" or you play a bard and sacrifice yourself to the dark hold of magic

You call it mechanically contrived. Well, here's my counterargument once again: Sorcerer, Warlock and Wizard. I mean, they at least tried in the earlier tests to make the Sorcerer its own thing with that nifty build, but nope, back to being "Wizard but different casting". We have three different flavours of spellcaster who, if you get down to it, are really similar, but somehow a Warlord who at least asks his own abilities is out of the question?
 

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...
In a game based on part on making choices to optimize resource use, I would hope the "psychological comfort" of having a cushion you could have had right from the start would carry approximately zero weight!

The difference between temporary hit points and healing spells is a degree of kind, not a degree of difference. One provides a fairly significant chance that an attack will not drop a PC to 0 hit points, and thus cause the party to lose all of their contribution. The other mitigates the action loss penalty when the 0 hit point event actually happens.

Ideally, you want both. And honestly, considering the most useful healing options until 11th level are tucked away in feats (Inspiring Leader and Healer), I don't think trying to squirrel either of the mechanics away into a particular class is really that useful. As always, the issue boils down to the fact that "HP as meat" and "HP as morale" both have numerous inconsistencies in the system as written, and it all depends on which inconsistencies you're willing to handwave to achieve the combat narrative you want.

Haven't we figured this out by now? These discussions have been ongoing since 2007!
 

Role-assigned mechanics are prescriptive. They don't describe what the class did, they tell it what to do. In situations like the artificer and druid, it radically altered the description to fit with the new roles prescription.

So what? The designers looked at each class, and what it did archetypically, and they gave it a role which fit with that. Are you telling me that Paladin was shoehorned into its role? Or that cleric was? Or any of the other classes? I don't think so.

Druid is a bit of a special case. Druids always had a wide variety of capabilities. In AD&D they were kind of a motley assortment of things, with shape changing, some healing spells, mediocre combat, and some buffs/debuffs/attack spells that largely only worked outdoors. 3e clearly tried to break the 'cleric/druid are really mostly healers' paradigm with the 'trade slots for heals' mechanic, but the druid became vastly overpowered with EACH of its areas of capability suddenly on par with entire other classes.

4e solved this by eliminating the druid. The 3.x 'druid' class doesn't really exist in 4e as-such. Instead the 4e druid carries the wildshaping and offensive spell capabilities of the druid (with wildshaping being drastically toned down and requiring daily expenditure to do crazy stuff with). The Shaman carries the druid's healing and most of its buffing capabilities, and the Warden represents a defender spin on the druid, with a more purely combat-focused polymorph, loads of toughness, and stickiness. ALL of these were successful classes because each one focused on a specific element of combat and took and took a chunk of 'druidic' power that was appropriate for that task. Barbarian was then available to fill the primal pure striker role, which it does quite well in 4e.

Of these 4 'classic' 4e primal classes ALL were highly successful. The Barbarian is a pre-eminent melee striker, almost too good at charging. The Warden, though also a melee-oriented weapon-using class, is totally distinct from the Barbarian and equally playable and interesting.

The Druid is an excellent and interesting controller with significant secondary striker potential, which can also take on a fairly good secondary defender role if you so desire. The Shaman trades wild shape for a spirit companion and manages to also be a totally distinct and unique class with some really interesting tactical and RP potential of its own.

All of this was mined out of the old 1e/2e/3e druid simply by applying the principle of role differentiation based on and/or driving thematic distinctions. Its not really material which 'came first', my bet is that 4e classes had several iterations of design, just like 5e classes did. Undoubtedly various factorings and ideas were considered and tested, so how can you say that classes were designed 'role first' or that they were pigeonholed by it? That's not really supportable by the evidence or by looking at the results (certainly not in your pet druid example).

I don't doubt that there were times when a class was steered in the direction of a given role because "hey, nothing else fills that yet", and there was certainly a goal of mechanical consistency across roles, at least the leader role and often the striker role. Even so the designers were willing to experiment quite a bit. Nor do even very similar leader classes, warlord, cleric, shaman, artificer, and bard, play anything near exactly alike. Each one has its own design space. Inspiring Word and Healing Word may be mechanically quite similar but so what? In AD&D ALL healing happened via casting CLW or CSW, but I have never heard anyone claim that druids and clerics were 'the same' in that game.
 

does it really matter where the idea came from?

No, I'm just dismissing the idea that it was somehow invented in recent time. The idea, from a military science perspective, is literally THOUSANDS of years old. Every substantial army in history has put it into practice. Its D&D version is of course a little idiosyncratic, but if you went to West Point and explained 4e roles to some tactics profs there they'd just see it as a game emulating their own field of study in a mostly logical way.
 

You have 100 hit points. You can take 25 TempHP now that lasts until tomorrow, or you can be healed for 25 at some point after you take damage.

You take 150 damage: TempHP saves you, healing doesn't.
You take 100 damage from Disintergrate: TempHP saves you, healing doesn't.
You take 100 damage: TempHP stops you falling unconscious, healing doesn't.
Etc.

Doesn't really work that way though. First of all you're assuming I guessed exactly which character would take the 100+ damage, but you don't. In a typical party you need to have 125 THP granting to equal that 25 HP healing. Certainly you need a lot more than 25, or you need to be assured that everyone in the party is taking a pounding, and even then most likely if damage is spread out that much then healing would serve equally well or better.

There's also the question of just exactly how durable THP really are. Actual hit points are permanent, and this is true in all situations. At least in the game I play in a 'long rest' isn't something we just get automatically, our characters just finished trekking for a week in the barrens without getting one, THP would be long gone in that situation, healing would remain.

The real problem is you can't reliably state what the equivalence factor is, it is highly dependent on the table, which rules are being used, etc. I'm pretty sure that's why 4e used mechanically similar healing for most leader classes.
 

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.

Beyond that, nothing forces you to use a specific class to represent the archetype you want to play. In 4e if you wanted to be a defender and also a 'ranger' you could simply be a fighter and take a background/feat that granted access to the Nature or Dungeoneering feats (conveniently Warrior of the Wild does that and ALSO makes you mechanically eligible to use Ranger class options if you so choose). You could even pick a theme that made you a 'beastmaster' if you wished. Said character is in any thematic sense a type of 'Ranger' and would be recognized in-game as such to whatever degree the narrative cared about it, but would also be mechanically a very good defender. I suspect 5e can do the same thing, and surely it was also possible to some extent in earlier editions (although 3.x tended to hurt you on the needed skills).
 

I made a 4e wizard who charged enemies with a large weapon, and could out damage most other players.

Though that might say more about OP charging was in 4e then anything about the classes.
 

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