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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does that mean we can get back to finding a compromise?

i.e.
Does anyone (either side) object to the warlords giving HP only via a healing kit feature (1 per creature per short rest)? Similar to the healer feat.
Along with indirect HP options like bonus AC, THP, or DR?


Would it be enough raw HP recovery for warlord fans?
And would it be acceptable to anti-warlorders if a bandage gave someone HP?

I got no objection to spending healing kits to restore HP a la the Healer feat, but embedded into a class. It's not from across the room, and it's not just from "inspiration", it's something that could conceivably heal wounds in a non-magical way, it works just fine for me. It could be roughly equal to Cure Wounds, and I'd be fine with it.

I kind of get the impression that because it doesn't have to be inspirational, it won't work for those who really want to tether their warlords to inspirational HP, though. Unless I'm mischaracterizing their position, they want the effect of "I scream at you to get up and you get up and this is modeled by significant HP restoration" as a significant class feature, and anything else is simply unacceptable.

It's fair enough (people want what they want), but it means a compromise is unlikely. What they want is a class that presumes HP is not really about injury as much as it is about willpower and morale and narrative fairy-dust (with a side helping of cuts and scrapes and bruises), and that presumption is incompatible with the way a significant number of people narrate HP. It's not a huge challenge to design such a class, but it's a significant challenge to present such a class in a way that's broadly acceptable to the D&D-playing audience, because there is not one true way to represent hit points, and the only acceptable class feature here requires a very inflexible definition of hit points.

And if you remove that element from the warlord, put it in a DM rules module or something, so that you can make the class without it and have HP still be up to the DM to define, that nukes the warlord for a lot of fans. A warlord that doesn't require inspirational HP is just not a warlord they'd be willing to accept. And a warlord that requires inspirational HP is not a warlord that a lot of other tables are willing to accept.

Thus, all the conversations since 2008 about it - it is not possible to have both of these things:

  1. A warlord as a non-mystical class with inspirational healing as a default
  2. HP that are not inspirational as a default

Introduce the possibility for one or the other to be "optional," and either side feels like they're a second-class citizen, left out in the cold by game design that doesn't consider the way they play.
 
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I play 5e. I'd really appreciate it if people would stop telling me I'm playing wrong because I don't have warlords in it or why I should like them...

To me, its the same argument with nearly every class. SOMEONE things it doesn't deserve that status of being a full class. During the playtest, I went rounds and rounds with people who didn't think the Druid, Bard, Ranger, Paladin, Barbarian, Warlock, Sorcerer, Monk, or even Rogue deserved to be a full class. Since then, I've gone rounds about Psion/Mystic and Artificer.

There will always be people who thing X deserves full treatment, people who thing X deserves to be a feat/subclass/background, or X has no business in D&D at all. While you are entitled to your opinion, I find that its nearly impossible to convince people that the concept is wrong (and in the warlord's case, hard to argue the premise is wrong when the Battlemaster hews so close to it) but I can certainly argue about the execution of the concept (especially as far as a hypothetical "official" warlord class).


The first question would be should we compromise ?
People who don't like the warlord concept are probably ban it from their table no matter how many compromises are made in the class.
While the compromises might turn the warlord into something that does not fit what the warlord fans want.

Well, you will never convince Chris to allow it, but you MIGHT convince me. I mean, I'm not the biggest fan of monks as a concept but I allow them because they don't offend my sense of balance or fun. A good warlord class, built around 5e concepts and mechanics with an eye to what made the warlord/marshal popular, will probably be right there with monks. However, if the class is just an excuse to re-insert 4e elements back into the game (like encounter-based recharges, healing surges, or grid-focused combat) it will probably not.
 

I play 5e. I'd really appreciate it if people would stop telling me I'm playing wrong because I don't have warlords in it or why I should like them...

Mod Hint: There is nobody forcing you to read or participate in a thread with "Warlord" in the title. If you avoid such threads, and someone then chases you down and tries to stuff a rabid warlord down your metaphorical pants, you can report them and we'll look into it.

As for the rest, let me simplify - the "warlord war" looks suspiciously like a very thinly veiled extension of the edition war. We sometimes have to ban folks for edition warring. Take that into account from this point forward, folks.
 

does that mean we can get back to finding a compromise?

i.e.
Does anyone (either side) object to the warlords giving HP only via a healing kit feature (1 per creature per short rest)? Similar to the healer feat.
Along with indirect HP options like bonus AC, THP, or DR?


Would it be enough raw HP recovery for warlord fans?
And would it be acceptable to anti-warlorders if a bandage gave someone HP?

Yes, it would be acceptable to have a class which has the Healer feat built in. It shouldn't stack with Healer though. One bandaid per short rest is all you get, you can't use Warlord medkit healing plus Healer medkit healing.
 

For me, inspirational healing is part of the warlord. It can be placed into a warlord subclass so it doesn't have to be part of the warlord for those who don't want it, but for a warlord to be a warlord to me inspirational healing in combat must be an available option.

What I'd really like to see is an inspirational healing ability that allows the target to spend HDs in combat, using either the target's Con modifier to the roll or the warlord's Cha modifier, whichever is higher. An ability like this would allow characters to push themselves by tapping into a reserve that's ordinarily only available during a short rest, which would therefore reduce the desire to take a short rest.
would you be ok if you could only use it on concious people?
 

Thus, all the conversations since 2008 about it - it is not possible to have both of these things:

  1. A warlord as a non-mystical class with inspirational healing as a default
  2. HP that are not inspirational as a default

Introduce the possibility for one or the other to be "optional," and either side feels like they're a second-class citizen, left out in the cold by game design that doesn't consider the way they play.

I think you can do it pretty easily by inserting one caveat in the warlord's inspirational healing: the target must have at least 1 hp. Then you can model the "dude barely hanging on by willpower" thing, but once he's KO'd, you can't shout him awake.

Is that good enough for a true-blue dyed-in-the-wool warlord fan? I don't know. It would work for me, provided the warlord also had a way to heal creatures from 0 (maybe the difference is that you have to touch/shake them? Versus yelling across the room?). I am a pretty hardcore warlord fan, but there are probably those who wouldn't go for my suggestion.
 

I think you can do it pretty easily by inserting one caveat in the warlord's inspirational healing: the target must have at least 1 hp. Then you can model the "dude barely hanging on by willpower" thing, but once he's KO'd, you can't shout him awake.

Is that good enough for a true-blue dyed-in-the-wool warlord fan? I don't know. It would work for me, provided the warlord also had a way to heal creatures from 0 (maybe the difference is that you have to touch/shake them? Versus yelling across the room?). I am a pretty hardcore warlord fan, but there are probably those who wouldn't go for my suggestion.

I actually think a "Rouse" power to bring people up would be okay; require them to be near and use an action to speak/slap/shake/smelling salts the dude awake. Hell, if it only gives HP equal to Cha mod (1-5 hp to rouse) and worked only if you were at 0, I wouldn't mind it being at-will.

As for healing, I can live with a "touch" range healing power; which can model something like healing kits, inspiring words, a pat on the back, or a slug of whiskey to get you back in the fight. Shouting it across the battlefield as a bonus action without using magic is just too far for my credibility though, though I'd be fine with granting temp hp in such a fashion.
 

does that mean we can get back to finding a compromise?
Between what two positions?

The extremes would seem to be:

[sblock="realize, I AM trying to make these sound extreme and unreasonable, so brace yourself"]The warlord must be errata'd into the 5e PH, be made mandatory in AL play, and be designed as a wildly-overpowered class that completely dominates play, and renders all other support classes obsolete, so that all parties are faced with the choice of having a warlord in the party, or being non-viable by comparison. The Warlord must include powers that are nominally non-magical, but strictly superior to everything Clerics, Druids, Bard, Paladins, & Rangers can do (combined). Most of these powers should function via a 'plot coupon' mechanism that completely re-writes the events of the game and nature and motivation of allies, enemies, and NPCs alike, rendering the DM impotent. These powers must include the ability to literally shout wounds closed, including resurrecting the dead, and shouting away conditions, curses, diseases, missing limbs, or any other negative effects allies must be suffering form (apart from that feeling of inferiority that comes from being under the command of a Warlord, of course). Which reminds me, though it should go without saying, in any party containing a Warlord, the Warlord is party leader, and the player of the warlord totally gets to boss everyone around, DM not excepted.

vs

The warlord must not exist in D&D in any form, the OGL must include a 'no warlords' clause, and WotC must sue anyone who makes a warlord publically available. WotC must also recall & destroy any past publication containing or referring to the Warlord, as well as taking down any on-line content or references related to it. The definition of 'Warlord' in this case extends to any martial class that doesn't suck.[/sblock]

At least, that's what it seems like based on the fears expressed by either side.

There'd seem to be a lot of middle ground, especially if we take things like dictating how other people play the game off the table.

However, a lot of the compromise probably needs to be in the arena of official status and availability. There are many people who simply want to be shielded from the class, completely (and depriving everyone of it entirely is the most certain way to do that), the exact form of the class shouldn't matter to them, they'll feel the same way about it, regardless.

'Compromises' about details of the Warlord class should probably have more to do with making sure all visions of it are supportable.


i.e.
Does anyone (either side) object to the warlords giving HP only via a healing kit feature (1 per creature per short rest)? Similar to the healer feat.
Only? That's a bad place to start, absolutely eliminating all but one possible source of HPs.

BUT, only because of the word 'only.' Omit that, and it's not objectionable. As a feature that does not exclude options, it seems neutral to the concept. Not something it calls for, not something it absolutely shouldn't have. The kind of thing that could be available to expand the range of warlord archetypes to include a 'field medic' sort of near-non-combatant.

Practical cautions: I've thought about a sub-class getting a feat as a feature, it could 'back-door' a feat into a game where they're not otherwise being used, and raises the question what happens if a character ends up acquiring the feat twice.

Along with indirect HP options like bonus AC, THP, or DR?
All those are also appropriate things that a given Warlord might have.

Would it be enough raw HP recovery for warlord fans?
Even were the mechanic adequate in a numeric & action/resource economy sense, it'd be little better than saying "just play a bard and cast Cure Light Wounds." The Warlord concept is not limited to exceptional field medics.

Inspiring Word inspires, it doesn't bandage wounds anymore than it makes them disappear.

would you be ok if you could only use it on concious people?
No, that would make it strictly inferior. There's also no reason for it.

I kind of get the impression that because it doesn't have to be inspirational,
Not "doesn't have to be" the proposal was ONLY with a healing kit, that removes inpirational /entirely/.
It won't work for those who really want to tether their warlords to inspirational HP, though. Unless I'm mischaracterizing their position, they want the effect of "I scream at you to get up and you get up and this is modeled by significant HP restoration" as a significant class feature, and anything else is simply unacceptable.
That's not an entirely unfair characterization, in spite of the phrasing.

It's an option that the class needs to have. It should be broadly available, since it's a feature that contributes to the party in a way that's important to have in D&D.
It's fair enough (people want what they want), but it means a compromise is unlikely.

The Compromise, here, is that it needn't be an automatic feature in the form of Inspiring Word as in 4e. Instead, Inspiring Word could be one use of an Inspiration resource, with alternatives including temp hps, granting extra saves, or offensive buffs of whatever type, etc.

What they want is a class that presumes HP is not really about injury as much as it is about willpower and morale (with a side helping of cuts and scrapes and bruises), and that presumption is incompatible with the way a significant number of people narrate HP.
It is not, however, incompatible with the Standard Game. HD, Second Wind, and overnight healing are already contrary to the idea that hps represent serious wounds, and that restoring those hps them must include the wounds disappearing. No wound heals with a little rest and untrained first aid in an hour, no nearly-fatal wound heals on its own in 1d4+1 hours, and no remotely serious wound disappears while you sleep.

While hp damage can be narrated as including wounds, hp recovery cannot, under the standard rules of 5e, be construed to requiring those wounds to disappear.

There are slower-natural-healing modules in the DMG. Those who are adamant about this issue can resolve it by using those modules, the do not have to prevent the addition of the Warlord to preserve an interpretation that already doesn't work, and already has options to make it work.

The next question is, can you make the Warlord compatible with such modules. The answer, of course, is yes, all you have to do is make Inspiring Word and other forms of inspiration/maneuvers/tactics with similar mechanics just one among many viable options. That way a player can skip them, or a DM can ban them, and worthwhile alternatives remain.

It's a kind of design that has long been natural to D&D. If anyone had a similar objection to Healing Word (and some do object to the supposed 'whackamole' they think it encourages, it can be skipped over or banned - there are plenty of other 1st level Cleric spells.

Introduce the possibility for one or the other to be "optional," and either side feels like they're a second-class citizen, left out in the cold by game design that doesn't consider the way they play.
Options are great. I'd be happy with a Warlord that got Inspiring Word. I'd be happier with one who could take either Inspiring Word (HD trigger) or Inspiring Speach (pre-combat temp hps) - adding Combat Medic (the idea above) to that list wouldn't make me any happier, but it wouldn't bother me.

I'd also expect a lot more than just that one decision point, not just at chargen/level-up, but in play. ;) We already have a certain number of the available martial sub-classes who get to choose options only at chargen/level up (I believe that number is all of them). Warlords should open that up, to making some choices after rests and between/in combat.


I think you can do it pretty easily by inserting one caveat in the warlord's inspirational healing: the target must have at least 1 hp. Then you can model the "dude barely hanging on by willpower" thing, but once he's KO'd, you can't shout him awake.
Why? We've long since established that an unconscious character is not deaf. The idea of a character hearing a familiar voice and coming to is positively cliche.


(maybe the difference is that you have to touch/shake them? Versus yelling across the room?)
The Warlord had 50 or so powers that restored hps, some of them were useable at a distance, some were touch. Give the class enough options, and everyone who wants to can pick things to support their vision of the class, and ignore or ban things that are antithetical to it.

Options are where compromises can be made.
 
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I look forward to finding a compromise that works for everyone.




For me, inspirational healing is part of the warlord. It can be placed into a warlord subclass so it doesn't have to be part of the warlord for those who don't want it, but for a warlord to be a warlord to me inspirational healing in combat must be an available option.

What I'd really like to see is an inspirational healing ability that allows the target to spend HDs in combat, using either the target's Con modifier to the roll or the warlord's Cha modifier, whichever is higher. An ability like this would allow characters to push themselves by tapping into a reserve that's ordinarily only available during a short rest, which would therefore reduce the desire to take a short rest.

The assumed way Hp work in the PHB seems to be that there are no real wounds before your down to half hitpoints.
It might be a idea that the ability is most efective on people who are still above half hitpoints.

not only might this be more aprealing to people who are more in the HP are wounds camp, but it also ,eam the healing style the warlord has would be difrent from the cleric.
A cleric would let a character go down to low HP then trow out a big heal, while the warlord would use smaller heals to keep the targets topped up from the moment combat starts.
 

I don't believe I have seen anyone say that you are playing wrong because you don't have warlords. Each table is free to do as it pleases.

As for people telling you why you should like warlords, I'm not certain that I've seen that either. I've seen plenty of people saying why they think warlords do or do not belong in D&D, and why you shouldn't have a problem with warlords simply existing as one the available options to use or ban as one sees fit. However, I cannot recall a single post that said, "You should like warlords because . . . ."
Are you willing to concede that people on this side of the fence are likewise not saying some of the things being attributed to them? Or the nefarious motives being implied? Cuz I haven't seen those either...
 

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