D&D 5E Yes, No, Warlord

Would you like to see a Warlord/Marshall class in 5e?

  • Yes

    Votes: 78 38.4%
  • Yes, but not under that name

    Votes: 7 3.4%
  • Don't care

    Votes: 34 16.7%
  • No

    Votes: 84 41.4%

Even then, you're only talking HP healing. He'd lack the other tools to be an effective healer: lesser/greater restoration and a way to revive the dead. Clerics, druids, bards, and even paladins can do that. A warlord would be probably on par with a ranger (cure wounds IV, lesser restoration), give or take.
I am content with that inevitability, though I'm not sure everyone will be, as I believe that the Warlord's support focus should lie primarily elsewhere: IMO, damage mitigation/prevention. Basic healing should probably just be in their toolkit, in some form or another, in a manner that is somewhat competitive with basic healing spells. I could see the warlord being able to help allies cast off some conditions (e.g., frightened, stunned, prone, unconscious).

Aside: I could see a magic sub-class of the warlord, maybe a shout-healing "Herald" taking up that sort of traditional support mantle within the framework of the warlord.
 

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I am content with that inevitability, though I'm not sure everyone will be, as I believe that the Warlord's support focus should lie primarily elsewhere: IMO, damage mitigation/prevention. Basic healing should probably just be in their toolkit, in some form or another, in a manner that is somewhat competitive with basic healing spells. I could see the warlord being able to help allies cast off some conditions (e.g., frightened, stunned, prone, unconscious).

Aside: I could see a magic sub-class of the warlord, maybe a shout-healing "Herald" taking up that sort of traditional support mantle within the framework of the warlord.
With the EK and AT in the game, a spell-casting archetype is almost inevitable. Or an adjunct to the Healer feat or a Background or something for dealing with more esoteric/out-of-combat sorts of 'healing' that any character who wanted to deal with poison, blindness, treating diseases, lifting curses and the like could take in a party that lacked a CoDoBoP to pray/sing those little annoyances away.
 

Spells come with all sorts of mechanical baggage that has meaning in the gameworld - memorisation, casting times and components, the possibility of being disrupted, counterspelled, dispelled, anti-magiced etc.

I don't think anyone would ever suggest playing a wizard by building a fighter and then describing your armour as bracers of defence, your sword as a magical death-touch and your archery as a force missile. That sort of approach works in a free descriptor-style game like HeroWars/Quest, Fate or Marvel Heroic RP, but isn't really suitable for D&D (not even 4e, which is the closest D&D has come to the free descriptor style).

The same things goes for building a warlord out of spellcasting classes.
Aside from the fact that inspirational and magical healing differs only in "counterspelled and anti-magiced", which can be fixed by the DM no problem... you can create fighter human with half-elf racials running around half naked with plate armor stats with a magical lightsaber scythe shooting lasers out of his eyes and it still fits the rules.

What is the problem with any of that? Human has half-elf racials - does that break the game? No. It is a half-elf (same size) that you, players, imagine as a human.
Plate armor stats while naked - the character is a dysfunctional person who is mentally able to put his leather pants with bells on in the morning ONLY if they are wet at the time. If he doesn't have the pants on during combat, he feels depressed and cant move very fast. The bells fix the stealth advantage and the rest putting on and off armor and the armor bonus.
Magical scythe and magical lasers out of eyes are irrelevant as long as you have magical weapons. In order to use the lasers the character needs to point with both free hands on the target.

Barbarian with lightning weapon and cleave = Melee Wizard and chain lightning on slash
Paladin with a Maul - Melee martial artist with 2d6 hits who needs to have his hands ultra clean before every fight so he wears a bib that he wipes his hands on before the fight.

EVERYTHING... is based on the DMs & the players imagination.
 
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... you can create fighter human with half-elf racials running around half naked with plate armor stats with a magical lightsaber scythe shooting lasers out of his eyes and it still fits the rules....
EVERYTHING... is based on the DMs & the players imagination.
'Re-skinning' like that doesn't work so well in 5e. OTOH, adding material does. Just the nature of the beast, 5e designs to concepts, not to end effects.

A system like Hero is meant for re-skinning. Your 2d6 KA could be a laser, a fire spell, a bolt of lightning, a firearm, a telekinetic blade, a crappy light saber, a secret martial arts technique, a poisoned needle, or a cutting remark. D&D, not so much - 5e, maybe a little moreso than 2e (required a 'sense shifting spell' to re-skin your spells, for instance) and less so that 3.5/PF/4e.
 


If your DM is on-board with it... I don't see why not...
That's the 'if,' isn't it. If your DM is OK with re-skinning to the point that it changes the rules, he can rule that magic is not magic and mundane is, and dispel magic will go along with him, he can have your fireball do cold or lightning or psychic or spaghetti-monster-wrath damage. No problem.

Similarly, if there's any inconsistency in a published class (core or optional) that crops up, he can rule however is best for his table on the fly.

And, if your party & DM are all in complete accord, you can even toss the rulebook in the fireplace and just Freestyle RP. Which is great. And renders all rule discussion - including any reason you could have for /not/ adding a rule - utterly moot.
 
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That's the 'if,' isn't it. If your DM is OK with re-skinning to the point that it changes the rules, he can rule that magic is not magic and mundane is, and dispel magic go along with him, he can have your fireball do cold or lightning or psychic or spaghetti-monster-wrath damage. No problem.

And, if your party & DM are all in accord like that, you can toss the rulebook in the fireplace and just Freestyle RP. Which is great. And renders all rule discussion - including any reason you could have for /not/ adding a rule - utterly moot.

Well first I think you're missing the middle of the road here... with your "toss the rulebook in the fireplace" hyberbole... If a player wants his stuff to be mundane that bad I would hope a DM could/would work with him... but that does not in fact mean the DM will just throw all the rules out the window. Second wouldn't the DM have to be on-board to allow this hypothetical optional class? What's the difference?

EDIT: I mean really, let's look at what would need to be done...

Components... Have a "mundane" focus (same price as an arcane focus) it is a sack of medicines, herbal boosters, tactical manuals, etc. that the Warlord uses. Outside of that pay the price for any above and beyond components which would be chalked up as the necessary ingredients, poultices, healing salves, tomes, etc. you need as a warlord beyond those in your bag of tricks.... He needs to holler commands, direct comrades, etc. Not seeing how this isn't easy to reskin...

Concentration... Yeah the warlord has to concentrate to do certain things and if he gets hit it breaks said concentration... no real reskinning necessary.

Counterspell/Dispell Magic... for the purposes of any spell or abilty that specifcally disrupts magic... the warlords abilities are not affected. However all of his abilities longer than Instantaneous require concentration and are subject to those rules. This is basically the biggest rules change but still pretty simple to execute

I think those are the major sticking points right? Have I missed any?
 
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If a player wants his stuff to be mundane that bad I would hope a DM could/would work with him...
I'd hope so, too. And you know what makes that a lot easier on both player and DM: a nice, non-supernatural class that covers a big swath of such archetypes that the extant 4-5 (out of 38) non-supernatural sub-classes just can't do justice to.
You know what else the ability of players to work with eachother & the DM, and the DM to make rulings means: if you don't like that class, you can change it or not use it.

Again, the same argument that implies "it's OK to substitute a completely inappropriate class for what you actually want, because DM Empowerment" also implies just as strongly "It's OK to add a perfectly good class, because DM Empowerment."

DM Empowerment is wonderful. It saved 5e for me. I love it. But it doesn't mean the game can't benefit from some good rules, including a class to cover concepts the game currently can't do or can't do /well/, and it also doesn't mean you have to use every rule that comes down the line, no matter how awesome others may find it.

Second wouldn't the DM have to be on-board to allow this hypothetical optional class? What's the difference?
The difference between: "Can I play optional class W from supplement M?" "Yes."

And:
[sblock="sense of humor required"]
"Can I play a character who's kinda like a bard but not really, and kinda like a Battlemaster but not really, but more a hybrid but not multiclassed per se, and who does some of the cool stuff bards can do but without magic, and three of the not-that-cool things the battlemaster can do but a little better, and some other things neither the bard nor the battlemaster can do, and still without magic?" "I guess so." "Cool! Uh, were do we start?" "Concept, of course, what exactly is this thing you have in mind?" "Well, I want a character whose very knowledgeable, thus Bard, but who is from a martial tradition, like the Battlemaster, so really, Valor Bard is close, but it's a wholly-martial tradition, no magic. The idea is he helps the rest of the party with his knowledge of enemies, military tactics, special training if they know what their up against next, things like that." "Like a Drill Seargant?" "More like a martial-arts guru, but without the mumbo-jumbo." "So you, like, give advice a lot?" "Yeah!, like 'shoot the antennae, they're helpless without them!'" "Wow, 'Them,' really, you know that movie?" "It's a classic of atom-age horror, I mean, like /the/ classic!" "OK, OK, so you want to play the little old entomologist from 'Them' - " "No, of course not, it's a fantasy concept, a martial tradition, uses different weapons for different missions, but, yeah, knows all about monsters and how to defeat them." "Maybe a ranger, y'know, Favored Enemy" "Rangers don't have that anymore." "Oh, yeah, right." "And more general than that anyway, unless you want to run a game where we're fighting the same things all the time." "Not so much, no." "So, I was thinking, we could re-skin each spell to be a point of knowledge or a tactical ploy or maneuver or something." "Well, let's just start with the 1st level spells...." "Or Cantrips." "OK, yeah, or, actually, first we have to cover how spells work, in general. Because, you know, if you're non-magical, then for the purposes of any spell or abilty that specifcally disrupts magic, yoru abilities are not affected. Right?" "Well, yeah, not being magical." "But that's a distinct advantage isn't it, you can't be dispelled or counter-spelled..." "When was the last time you had an NPC caster actually counterspell someone?" "I might do, I like the 5e counterspell better than the 3.5 version." "Well, OK, so there's this trivial theoretical-" "obvious advantage." "OK, so what to do we do?" "Well, all of his abilities longer than Instantaneous coudl require concentration and are subject to those rules." "Whoa, everyone's been bitching about concentration being a big nerf." "Well you gotta lose something." "But, not all spells are non-instantaneous, and what about the ones that are already concentration, that doesn't work, you're penalizing some spells more than others." "Yeah, well, I could come up with a double-dog-concentration or something..." "C'mon, this is just supposed to be re-skinning." "'Not magic' changes things, though." "Besides, concentration is silly, why would he concentrate on advice he's just given them, will they forget to 'shoot the antennae' because he's not staring intently at them?" "You're really not helping your case with that reference. What spell is supposed to model 'advice' anyway." "Well Guidance y'know, and stuff like it..." "Like?" "Anything with a similar mechanic." "Like....?" "Well Bless, obvoiusly, b- " "You know Bless is OP and you want to cast it un-dispell, er, without concentration in a way that can't be countered or dispelled?" "No, that only just now occurred to me." "Uh-huh." "I was really thinking more Guidance, but without the concentration... oh, hey, how 'bout we take Bless off the list?" "Yeah? OK, that'd work, that's like the spell that was making SharpShooter so broken in the last game." "Cool." "No, wait, let's look through the rest of the Bard list...."...hours later... "OK, so this list of spells is getting re-skinned, and this other list you're giving up." "Yeah, that'll work." "OK, now, about casting them. Spells require components." "Sure, verbal components, I shout information and instructions to people." "Well, and gestures and materials" "Couldn't we just hand-wave the gestures?" *laugh track plays* "No, you need to have a hand free, and you'll need to use comparable material components" "I'm not casting spells, why should I need material components." "Because if you don't that's another 'advantage' you have to 'pay for' - look, you could have focus (same price as an arcane focus) it could a sack of medicines, herbal boosters, tactical manuals, etc." "No, wait, I'm a tactical genius, not a doctor, dammit" *laugh track plays* "I was just going to use Healing Word for Majestic Word for Inspiring Word." "If you're so knowledgeable you can do first aid, Cure Wounds could be first aid." "Hey, can I drop Cure Wounds from the list and not be an unlicensed pharmacist?" "OK fine." "OK, and then, of course pay the price for any expensive above and beyond components which would be chalked up as the necessary ingredients, poultices, healing salves," "Still not a doctor." "Whatever, tomes, etc. you need beyond those in your bag of tricks.... " "Nor a magician." "Just live with it, OK, it's not like anyone tracks components, you just have to have the hand free, and they might be taken away from you." "How 'bout a focus then?" "What you have pointer and powerpoint presentation?" "Or a battle standard or something, to like wave and point for signaling." "Hey, as long as it's a thing, and you can't do material component spells without it, I don't care." "Now, back the spell list, we'll start with re-skinning the cantrips...." ...more time passes... "OK, now, we wanted some battlemaster maneuvers, too?" "Yeah, like Commander's Strike and well, I don't need Rally, but I think there's one or two others." "I don't think you should get CS dice, you already have spells" "not Spells" "Yeah, sure." "Re-skinning isn't going to work if everyone just calls them spells." "Right, we'll have crib notes, don't worry about it." "Maneuvers, strategems, tactics..." "Got, so you already have those and ...slots..." "sure" "..slots to meter use of them - do we need to go into why you can only..." "No, no, I'd like to actually play the character at some point. Just, some tricks don't always work, so when I really want them to, I use a 'slot'" *offscreen* "Hey! Guys! Did I just hear a disassociated mechanic? I did, didn't I, whatheckdoyoubastardsthinkyouredoingtryingtodestroyD&D-" "Woah! Cool it, we're not doing that." "Better not. I'm watching you!" *does the pointing at his eyes and back at them bit, though he's off-screen so you can't see him, but you know he's doing it* "Sheesh." "It's your game, you don't have to-" "I don't /want/ to listen to that rant again." "So what are slots then?" "Your idea, you tell me" "er... what are slots to begin with, anyway?" "well there, y'know, you don't memorize spells anymore but you still have the slots they used to go in, and instead you... I guess I hadn't really thought about it." ...more hours later... "OK, I think that'll do for now." "Yeah, I should really let someone else build their character." "Oh, ours are done, we've just been re-watching Heroes in the next room." "Yeah, it's even lamer than I remember." "Hey, in the corner with the cell phone!" "Oh, sorry 1 minute." "Is your character ready?" "I meant to ask about that, but, just a couple minutes, OK." "fine..." "Wow, they got married, that is so trite." "What?" "I was reading War & Peace on project Gutenberg while you were building that character, the ending was kinda lame." "Ooookay. About your character." "Oh, yeah, I'm glad you asked, so I was thinking something like a Great-Old-One Warlock, mainly for the telepathy, but casting more like a Sorcerer, or maybe a Spell-Point-variant wizard, but not magical...."
[/sblock]It's just a lot easier to pull an option out of the DMG or UA or a supplement, then to engage in extensive negotiation and/or game design at every table where it comes up.




OK, I'm done for now, I have to see an oral surgeon about getting my tongue removed from my cheek....
 
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I'd hope so, too. And you know what makes that a lot easier on both player and DM: a nice, non-supernatural class that covers a big swath of such archetypes that the extant 4-5 (out of 38) non-supernatural sub-classes just can't do justice to.
You know what else the ability of players to work with eachother & the DM, and the DM to make rulings means: if you don't like that class, you can change it or not use it.

Again, the same argument that implies "it's OK to substitute a completely inappropriate class for what you actually want, because DM Empowerment" also implies just as strongly "It's OK to add a perfectly good class, because DM Empowerment."

DM Empowerment is wonderful. It saved 5e for me. I love it. But it doesn't mean the game can't benefit from some good rules, including a class to cover concepts the game currently can't do or can't do /well/, and it also doesn't mean you have to use every rule that comes down the line, no matter how awesome others may find it.

The difference between: "Can I play optional class W from supplement M?" "Yes."

And:
[sblock="sense of humor required"]
"Can I play a character who's kinda like a bard but not really, and kinda like a Battlemaster but not really, but more a hybrid but not multiclassed per se, and who does some of the cool stuff bards can do but without magic, and three of the not-that-cool things the battlemaster can do but a little better, and some other things neither the bard nor the battlemaster can do, and still without magic?" "I guess so." "Cool! Uh, were do we start?" "Concept, of course, what exactly is this thing you have in mind?" "Well, I want a character whose very knowledgeable, thus Bard, but who is from a martial tradition, like the Battlemaster, so really, Valor Bard is close, but it's a wholly-martial tradition, no magic. The idea is he helps the rest of the party with his knowledge of enemies, military tactics, special training if they know what their up against next, things like that." "Like a Drill Seargant?" "More like a martial-arts guru, but without the mumbo-jumbo." "So you, like, give advice a lot?" "Yeah!, like 'shoot the antennae, they're helpless without them!'" "Wow, 'Them,' really, you know that movie?" "It's a classic of atom-age horror, I mean, like /the/ classic!" "OK, OK, so you want to play the little old entomologist from 'Them' - " "No, of course not, it's a fantasy concept, a martial tradition, uses different weapons for different missions, but, yeah, knows all about monsters and how to defeat them." "Maybe a ranger, y'know, Favored Enemy" "Rangers don't have that anymore." "Oh, yeah, right." "And more general than that anyway, unless you want to run a game where we're fighting the same things all the time." "Not so much, no." "So, I was thinking, we could re-skin each spell to be a point of knowledge or a tactical ploy or maneuver or something." "Well, let's just start with the 1st level spells...."

...hours later...

"OK, I think we have your character done!" "Woot, I am so pysched to play my not-Bard, by 6th or 8th level, he should be exactly what I was going for." "Don't get ahead of yourself, we haven't even gone over the second-level spells yet." "I'm still not so sure Commander's Strike needs to take up a 2nd level spell slot." "Well, Battlemasters /do/ get it at 3rd..."

...not quite so many hours later...

"OK, I think that'll do for now." "Yeah, I should really let someone else build their character." "Oh, ours are done, we've just been re-watching Heroes in the next room." "Yeah, it's even lamer than I remember." "Hey, in the corner with the cell phone!" "Oh, sorry 1 minute." "Is your character ready?" "I meant to ask about that, but, just a couple minutes, OK." "fine..." "Wow, they got married, that is so trite." "What?" "I was reading War & Peace on project Gutenberg, the ending was kinda lame." "Ooookay. About your character." "Oh, yeah, I'm glad you asked, so I was thinking something like a Great-Old-One Warlock, mainly for the telepathy, but casting more like a Sorcerer, or maybe a Spell-Point-variant wizard, but not magical...."
[/sblock]It's just a lot easier to pull an option out of the DMG or UA or a supplement, then to engage in extensive negotiation and/or game design at every table where it comes up.


And, of course, the contrary question: What's the difference between turning down a player who wants to use an optional class, and turning down one who wants to extensively re-skin & re-design an existing one?

The difference between:

"Can I play optional class W from supplement M?" "No."

and

"Can I play a character who's kinda like a bard but not really, and kinda like a Battlemaster but not really, but more a hybrid but not multiclassed per se, and who does some of the cool stuff bards can do but without magic, and three of the not-that-cool things the battlemaster can do but a little better, and some other things neither the bard nor the battlemaster can do, and still without magic?" "Heck No."





OK, I'm done for now, I have to see an oral surgeon about getting my tongue removed from my cheek....

It's really not that hard... see my previous post. But yeah I guess instead of actually addressing the question, hyperbole and sarcasm/humor is the way to further the conversation.... even though I'm seriously wondering what makes 5e so much harder to re-skin??
 
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'Re-skinning' like that doesn't work so well in 5e.
In what case it wouldn't work? "Fluffing" something to look different is what I described. You are describing "crunching" which is bending rules to make something different. Re-fluffing is perfectly fine and has absolutely no effect on the game. (i.e. Playing Human with Elf stats)
Changing magical healing to non-magical is already a crunch and that is where your DM has to approve. (i.e. Playing Human with Halfling stats)
 

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