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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I can see this. Eldritch Knights are supposed to be the gish class, and they just don't feel right as someone who came from the 4e Swordmage. There is very little actual blend of weapon and magic going on in the inherent mechanics. At the end of the day, it's very unsatisfying to want to cast a small spell AND channel it through your weapon strikes, but only be able to bash stuff with a weapon to feel like you are utilizing your given features to their maximum potential. And it would be different if there were options that at least felt like they were competitive, but casting a scaling cantrip and getting one bonus attack is just very very "underpowered" when compared with straight Extra Attack. Luckily, cantrips like Greenflame Blade are making big strides in changing that (for me personally).

What I would want is a half-caster (like Paladin/Ranger) that has less spell choice restriction and unique features for blending sword and sorcery. Unfortunately, I don't really have that, and the Eldritch Knight remains the closest in both flavor and mechanics. But I understand the feeling of being underwhelmed when comparing it to how a previous class played and felt.

And I can definitely agree on that front. 5e, thus far, has not (IMO) done a very good job of...for lack of a better term, "blending" Magic and Martial stuff into a single, cohesive unit. You can Attack (and maybe cast a spell, at high-ish levels), or you can Cast (and maybe land a single attack, at high-ish levels). No class, to the best of my knowledge, can cast and attack with a single action, even at high levels. It would be cool, both thematically and mechanically, if they could find a way around that--for example, by making a cantrip (or "cantrip-like" class feature, to prevent poaching) which doesn't scale, but can be subbed in to replace one or more attacks in the Attack action. Then, you can sort of have your cake and eat it too: you can go all-out with attacks if you feel that's the better choice (maybe your only "attack-subbing" cantrip is cold, and you're fighting a frost wyrm or whatever), you can go all-out with spells, or you can seamlessly merge the two with a single action.

Though I also feel like the original playtest Sorcerer could've fulfilled a lot of your wants there, too. The whole "as you spend your resources, you become Something Else" thing was an extremely cool, evocative mechanic. I'm still incredibly saddened that they canned it and will probably never consider the concept again. :(

Edit:
Just so it's clear--not to you, Goose, but to others reading--I see only a small difference between what Goose wants and what Warlord fans want. They're both concepts semi-implemented in the base game, which could be implemented more fully with an option dedicated to it from the start and growing from there. The small difference is that there are several "gish-y" options with highly distinct mechanics and a range of flavors attached, whereas there's really only one (or possibly two, more below) implementations of Warlord-y stuff in 5e: a specific build of a specific subclass of a single class plus a critical feat or two. Whereas the "gish" can be implemented as a specific subclass or reflavoring of at least four different classes (Fighter/EK, Bard/Valor, Warlock/Blade, all Paladins), possibly more if you're really flexible with refluffing stuff/using UA material (multiple Cleric domains, the Favored Soul).

If we can have four-to-six different completely distinct mechanical takes on "I beat people up with weapons AND magic!" it seems reasonable to me that we can have more than one distinct mechanical take on "I employ tactics and weaponry in a fight!"

Incidentally, Goose, you might want to consider the Paladin (particularly Oath of the Ancients) or Valor Bard for your next try at a "gish"-type character. While the Paladin has a lot of baked-in support goodies, particularly Lay on Hands, it's actually surprisingly easy to reflavor one as a mage-knight, particularly Ancients--you get the general Aura of Protection (boosting saves) and Aura of Warding (resistance to damage from spells!). When combined with the class-specific Smite spells (most of which have elemental damage of some kind) and Divine Smite, it's a pretty excellent package. A bit of negotiation with a DM could get you even better results--for example, swapping out some of the heavily nature-focused oath spells for things like Detect Magic, Identify, Glyph of Warding, etc. and having Turn the Faithless apply to, say, fiends and elementals rather than fiends and fey. It's still got a heavy side of support, but you'd be a high-damage, anti-summoner magic-using melee combatant blending magical energies into your attacks. Seems like it hits most of the high notes and just needs the heavy refluffing!
 
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Because others will be healed by it, sure. The Paladin would also bring his Holy paradigm to everyone he Lays Hands on. Imagine how an Atheist character would feel about his wounds closing up due to divine power, it's a campaign of 'Smite the Foes of God & Mankind' where God is real, the moment someone chooses Paladin, to the same extent it's pulp/action heroics the moment the Warlord comes into it.

But the holy aspect is a core aspect of D&D since forever. Yeah you can have an atheist PC and they can play them how they want but gods, clerics, and paladins are a basic part of D&D since way back when. I'd view that quite a bit different than adding a warlord and martial healing.
 

EzekielRaiden said:
And I think it's pretty much inarguable that, whatever inherent thematic (or...whatever you'd call the Wizard's thing of mechanics that shape behavior) attributes the Warlord might have, as a general concept...they're not particularly different from the more distinctly-flavored classes.

Tony Vargas said:
You can say they're not the focus of the campaign, and the other PC can be different (as those two are different from eachother), but they're right there, bringing their respective idioms to the campaign.

If you play a monk, I can play a paladin, and we play in a steampunk campaign, these things are compatible, despite implying different genres. If everyone at the table doesn't want to play in or run a wuxia game, one person can play a monk and it doesn't mean we have to play a wuxia game, and similarly, we can play a non-wuxia game and we don't have to ban the monk.

If you play someone with inspirational healing, I can't narrate hp damage as wounds, which thus enforces one permissible narrative on the game. We all have to play the game with inspirational hit points, and if we don't want to do that, we have to ban this entire class because of this one narrow mechanic. That means that inspirational healing is a precondition for this class - which means that if the standard game wants to embrace multiple hp narratives, it's not appropriate for the standard game (but would be fine once someone has already accepted the precondition for the class).

Tony Vargas said:
The Paladin would also bring his Holy paradigm to everyone he Lays Hands on. Imagine how an Atheist character would feel about his wounds closing up due to divine power, it's a campaign of 'Smite the Foes of God & Mankind' where God is real, the moment someone chooses Paladin, to the same extent it's pulp/action heroics the moment the Warlord comes into it.

Standard 5e D&D presumes a narrative of active deities (though not via the paladin class, more via the cleric) - only one narrative. So it's not true that an atheist character is fine until there's a cleric in the party. An atheist character is already non-standard by the default narrative assumptions (certainly in FR, there are vanishingly few who don't believe that the gods are real and have powers over the afterlife). If you'd like your character to have a narrative where atheism is a viable approach to the world, you'll definitely want to get the whole table on board with that, as it is a change in the game's narrative assumptions. Much like how Eberron has steampunk, an individual setting might have atheistic characters (The Athar from Planescape is one possibility), and similarly, an individual setting might change the narrative assumptions by having entirely inspirational hp (or entirely wound-based hp!) and having mechanics that relate to that such as inspirational healing (or injury mechanics!).

Tony Vargas said:
There's still death saves and Second Wind clearly contrary to it, at least to the extent you've been able to articulate it, and I've been able to understand.

So once more:

Death Saves are semi-mystical, much as bardic inspiration or a paladin's lay on hands or a dragon's flight (or possibly psionics) is semi-mystical. It is not a general feature of the world that people get up from life-threatening injuries, but heroic characters may occasionally gain deific intervention that heals the wound or the aid of fate that knits the wound closed just enough or through sheer force of will they'll regenerate 1 hp by some fluke of that one time you got troll's blood on you. It's not reliable, but it's been known to happen in legends where a knight grabs their spleen from the ground next to them, eyes rolled back into their head, and jams it into themselves, and it starts working again, like it was never removed. The wound is healed, so something supernatural happens, but there are plenty of supernatural, mystical things that happen in this world that don't rely on proper "magic."

I'd be cool with a warlord that operated in that sphere, but that would mean waffling on the "not supernatural" bit of the class.

Second Wind doesn't need to be mystical, it's just a trained warrior doing something quick to staunch the worst of her wounds. She jams her arm back into her socket, plugs the sucking chest wound with some ripped tunic shreds, ties a makeshift turniquet out of something, etc.

I'd be cool with a warlord that could trigger that for others, but that would mean that the healing doesn't work at 0 hp, and so would mean waffling on the "inspirational healing = any other kind of healing" bit of the class.

Tony Vargas said:
We could move past it if you withdraw the more general assertion that a new addition to the game must support every possible individual interpretation of every extant mechanic that is not already contradicted by some other bit of the standard game.

You clearly don't understand my actual assertions if you need to keep inventing these strawmen to assail.
 

And I can definitely agree on that front. 5e, thus far, has not (IMO) done a very good job of...for lack of a better term, "blending" Magic and Martial stuff into a single, cohesive unit. You can Attack (and maybe cast a spell, at high-ish levels), or you can Cast (and maybe land a single attack, at high-ish levels). No class, to the best of my knowledge, can cast and attack with a single action, even at high levels. It would be cool, both thematically and mechanically, if they could find a way around that--for example, by making a cantrip (or "cantrip-like" class feature, to prevent poaching) which doesn't scale, but can be subbed in to replace one or more attacks in the Attack action. Then, you can sort of have your cake and eat it too: you can go all-out with attacks if you feel that's the better choice (maybe your only "attack-subbing" cantrip is cold, and you're fighting a frost wyrm or whatever), you can go all-out with spells, or you can seamlessly merge the two with a single action.

Though I also feel like the original playtest Sorcerer could've fulfilled a lot of your wants there, too. The whole "as you spend your resources, you become Something Else" thing was an extremely cool, evocative mechanic. I'm still incredibly saddened that they canned it and will probably never consider the concept again. :(

Like I said, Greenflame blade helps, but I feel like there are better ways to evoke that feel, much like you do. A feature like the one you're describing, or even a cantrip that just plain works better with multiple attacks to help out the EK specifically. Something that enhances attacks until the next round, but you only get you make one attack with it upon casting. So something like "You may add a d10 of lightning damage to all melee attacks until the end of your next turn, and you may make one attack as a part of casting this cantrip." That way you can cast, get two enhanced attacks (with the bonus attack from War Magic), and then get all three to four Extra Attacks the next round with the enhanced effects. Other classes can poach it, but it's not nearly as effective for them without multiple attacks and War Magic. Just something I've been thinking about.

Man, I have no idea what you're referencing with the Sorcerer, as I wasn't a part of any playtesting, but it does sound really interesting and cool from what I've heard. :/

Edit: I got off on this off-topic tangent because I was trying to relate to the Warlord fans who don't feel satisfied enough with the Battlemaster. For me personally, I like the Battlemaster as a "substitute", and I don't particularly agree with inspirational healing. But I sympathize with wanting a feel/vibe/playstyle that you really feel like isn't being represented.
 

Man, I have no idea what you're referencing with the Sorcerer, as I wasn't a part of any playtesting, but it does sound really interesting and cool from what I've heard. :/

Yeah it was only around for a single packet, and it was so early that very little of the stuff we now know as "5e" was present yet, meaning it would be fairly difficult to translate. More or less, the presentation was "as a sorcerer, you have two souls, the soul that is YOU, and the soul that is your magic power. As you tap into the power of your second soul, you also allow it to influence you." As you cast more of your daily spells, you would slowly transition into a physical hybrid of your natural race and whatever your bloodline was. The presented example was a Dragon Sorcerer, so you got an AC bonus, then a melee hit bonus (IIRC?) and finally some breath attack thing or something like that, I don't remember the details. So at the start of the day you were a squishy caster, but by the end you were a beefy bruiser. Presumably other bloodlines would have different transition effects--I imagine Chaos would make you more like an elemental, displacer beast, or slaad, while Storm might make you djinni-like. Either way, I saw it as a really really neat concept both mechanically and flavorfully so it's really sad that they killed it so quickly. You might be able to look around online to see if you can find the packet that contained it; I wouldn't know where to look, I'm afraid.

Edit: I got off on this off-topic tangent because I was trying to relate to the Warlord fans who don't feel satisfied enough with the Battlemaster. For me personally, I like the Battlemaster as a "substitute", and I don't particularly agree with inspirational healing. But I sympathize with wanting a feel/vibe/playstyle that you really feel like isn't being represented.

Yeah, I had figured this was why you said it. And I truly appreciate it. It's nice to know that, even when someone doesn't hold the opinion you hold, they can both understand why you feel that way, and liken it to a feeling they have as well. So even if it was an off-topic tangent, I'm glad you said it. Also, since it looks like you posted while I was editing, be sure to check the edit of my previous post--there's some advice, if you want it, for other solutions to the "blending martial with magic" question.
 

The presented example was a Dragon Sorcerer, so you got an AC bonus, then a melee hit bonus (IIRC?) and finally some breath attack thing or something like that, I don't remember the details. So at the start of the day you were a squishy caster, but by the end you were a beefy bruiser. Presumably other bloodlines would have different transition effects--I imagine Chaos would make you more like an elemental, displacer beast, or slaad, while Storm might make you djinni-like. Either way, I saw it as a really really neat concept both mechanically and flavorfully so it's really sad that they killed it so quickly.
I lost a player to that. It was /really/ hard to get anyone interested in the playtest, and I had one guy in line to start the next season because he found the Sorcerer idea interesting. But it was dropped, and he never joined my playtest table, and never tried 5e.

But the holy aspect is a core aspect of D&D since forever.
5e is supposed to be for all D&D fans, not just the ones who have been at it forever. It's trying to be more than just another OSR game (albeit, one guaranteed success by the trademark).
For a D&D fan who started in 2008, the Warlord & Paladin are exactly as 'core' as eachother, both appearing in the PH1 when the game was released.

Yeah you can have an atheist PC and they can play them how they want I'd view that quite a bit different than adding a warlord and martial healing.
It is different. Adding the Warlord expands the ways you can play D&D - all-martial or at least 'caster-less' parties become much more practical, for instance. Removing the Paladin, OTOH, would only very slightly contract the possibilities (the Cleric is already a 'holy warrior,' and could take Fighter levels to be more so).

The point is that both add flavor and interest to the game, and that's no reason to exclude either, and both can easily co-exist. The Warlord being able to restore hps no more detracts from the Paladin's Lay on Hands than the Paladin's ability to Smite for big damage detracts from the Fighter's Action Surge and high base-line DPR.
 
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I lost a player to that. It was /really/ hard to get anyone interested in the playtest, and I had one guy in line to start the next season because he found the Sorcerer idea interesting. But it was dropped, and he never joined my playtest table, and never tried 5e.

5e is supposed to be for all D&D fans, not just the ones who have been at it forever. It's trying to be more than just another OSR game (albeit, one guaranteed success by the trademark).
For a D&D fan who started in 2008, the Warlord & Paladin are exactly as 'core' as eachother, both appearing in the PH1 when the game was released.

It is different. Adding the Warlord expands the ways you can play D&D - all-martial or at least 'caster-less' parties become much more practical, for instance. Removing the Paladin, OTOH, would only very slightly contract the possibilities (the Cleric is already a 'holy warrior,' and could take Fighter levels to be more so).

The point is that both add flavor and interest to the game, and that's no reason to exclude either, and both can easily co-exist. The Warlord being able to restore hps no more detracts from the Paladin's Lay on Hands than the Paladin's ability to Smite for big damage detracts from the Fighter's Action Surge and high base-line DPR.


All I was replying to was the idea that the holy healing throws assumptions into the game just like warlord healing. The holy healing assumptions are built in, so far 5e has willfully stepped back from a lot of 4e ideas and martial healing. Apparently there are a lot of strong opinions either way.
 

All I was replying to was the idea that the holy healing throws assumptions into the game just like warlord healing. The holy healing assumptions are built in,
Oh, you were objecting not to the hypothetical case, but to using a hypothetical case at all. Sorry it bothered you, but I find hypothetical like that useful in thinking through the validity of some of the arguments that get voiced around here. It's easy to be taken aback by something new because of an issue, even when the issue is something that is present to a greater degree in something you're accustomed to. Thinking about how you might react to the familiar instance were it, hypothetically, not so familiar can be helpful.

If you play a monk, I can play a paladin, and we play in a steampunk campaign, these things are compatible, despite implying different genres. If everyone at the table doesn't want to play in or run a wuxia game, one person can play a monk and it doesn't mean we have to play a wuxia game, and similarly, we can play a non-wuxia game and we don't have to ban the monk.

If you play someone with inspirational healing, I can't narrate hp damage as wounds, which thus enforces one permissible narrative on the game.
First of all, that is a very narrow, specific, thing to focus on. It doesn't prevent you from running in any particular genre. You could have a character who inspires his allies in wuxia, steampunk, knights-in-shining-armor, a Harry Potter weird wizard show, or any other fantasy genre - any heroic or action genre, really.

Secondly, we haven't demonstrated that you can't. I know I could: Just narrate inspiration as allowing you to ignore the wounds that correspond to the hp loss restored. Not make them disappear, not heal them, not bandage them right then, just ignore them and finish the fight. Then narrate bandaging them later if it helps add a sense of verisimilitude.

Finally, I don't buy that a Monk or Psion or Paladin or Warlock has such an easily-ignored impact on the narrative. Choosing to play a GOO Warlock, makes Lovecraftian entities a mandatory part of the campaign world. And, the Warlock is there using all that freaky Charles Dexter Ward stuff right in front of you - he even crawls into your mind to whisper horrid secrets to you telepathically!

we have to ban this entire class because of this one narrow mechanic.
If you really feel the need to, you could. Even if it were in the PH, you could. If you just decided you didn't like the class, and didn't have a reason you could articulate, you could still ban it, there's no need for baroque 'proof' to back up the preference. That's one of the great strength of 5e, it's gotten away from all those RAW shenanigans - no more "I bought the book, you have to let me play this broken/campaign-inappropriate class from it!"

Death Saves are semi-mystical, much as bardic inspiration or a paladin's lay on hands or a dragon's flight (or possibly psionics) is semi-mystical. It is not a general feature of the world that people get up from life-threatening injuries, but heroic characters may occasionally gain deific intervention that heals the wound or the aid of fate that knits the wound closed just enough or through sheer force of will they'll regenerate 1 hp by some fluke of that one time you got troll's blood on you.
DMs can choose to worry about Death Saves or not for monsters or NPCs, but I didn't notice any requirement that he grant them semi-mystical powers or deific intervention or anything, he's just choosing to roll their death-saves rather than hand-wave them. And all PCs, no matter how non-magical their sub-class or character concept, get Death Saves.

I'd be cool with a warlord that operated in that sphere, but that would mean waffling on the "not supernatural" bit of the class.
Even though nothing in a 4e-style Inspiring Word would say or imply that it is anything other than Inspiration restoring hps, you could decide that there is some semi-mystical force behind it, just as you did for Death Saves. Perhaps provided by a deity or force of war, perhaps by the unconscious channeling of life-force through the warlord via his words, to the subject. You're free to come up with a subtle interpretation like that if you want, even as a player.

Second Wind doesn't need to be mystical, it's just a trained warrior doing something quick to staunch the worst of her wounds.
The ability says the fighter calls upon a limited well of stamina. It does not say he treats his wounds, however quickly. It's a bonus action, that the fighter can use without a free hand, while attacking or even action-surging, it requires no healing kit or other supplies. It's not plausible as first aid, no matter how rushed and desperate. And, if it were first-aid, the 1/short rest limitation would make no sense, while the 'limited well of stamina' works fine for it.

I honestly think there's already two easy ways to make it work:

You can allow that hps can be restored, without any healing or treating of the corresponding wound, and without magic. Which have the added bonus of working to make Inspiring Word acceptable, as well.

You can imagine, as you did with Death Saves, that there is some subtle, semi-mystical force at work (that 'well of stamina' is not perfectly mundane). And, as an added bonus, you can assume the same for Inspiring Word, even if, as with Second Wind, there is nothing at all in it's mechanics or fluff nor that of the class, to imply that it's 'magic' or supernatural.

Any reason either of those couldn't work for your model?


You clearly don't understand my actual assertions if you need to keep inventing these strawmen to assail.
They don't seem that difficult to understand. They just fail to take into account a couple of Standard Game Mechanics - without making narrative leaps that could as easily be used to let them account for Inspiring Word, as well.

I'm not making up straw men to demolish your model, I'm suggesting ways it could handle Death Saves, Second Wind, and, helpfully, Inspiring Word. Which'd be awesome, really. I mean, your goal is not to forbid the Warlord to everyone, but to find a compromise that would allow you to use a Warlord in your campaign, without wrecking your narrative-wound model of hps. Right? It looks like you can.

We've addressed the concern you brought up earlier that no compromise was possible. Clearly, it is. 5e gives us more than enough flexibility to include a faithful version of the Warlord concept that includes standing fallen allies by restoring hps, without impinging on any reasonable model of hps damage that's already compatible with the hp-related mechanics in the Standard Game.


And, honestly, you surprised me: I find I'm rapidly being persuaded to use a 'narrative-wounds' model like the one you've articulated (to the degree that I've grokked it, anyway), in 5e - possibly in the one 4e campaign I'm still running, where I normally don't narrate hp loss, at all, leaving it to the players' imaginations for the most part. At first I though it was just going to be another absolutist, all-meat marvel in defiance of 5e hp mechanics and the history of the game back to 1e. Instead, it's a very well-developed, carefully thought out, visualization, and actually deserves the 'narrative' label. Even if you never quite see a way to handle the warlord under it, I will be, and I thank you for the idea.


Good things /do/ come of discussion like this, even if not often the intended good things....
 
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Many people people find the idea that believing really hard can "magically" mend a broken bone to be rather silly and objectionable.

You are arguing that we shouldn't allow classes in the game that some people find silly and objectionable.

I am argueing we should not ADD to the game NOW something that people object to... if you want to start an anti cleric thread go see how many people post...
 

Just out of curiosity, how well does it work wielding your zweihander with a broken wrist? Does it reduce your effectiveness? Do you find it hurts you more with every thrust, parry, swing or change of stance? Would you say it's the sort of injury that you can sleep off without any treatment and have heal properly?

I don't know I think if you want to argue hit points you need more then that though... I know that my fighter ALREADY is pushing past the pain of damage and no amount of cheerleading effects him any more then the cheerleaders next to a football team do...
 

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