Yes, the prior one. New classes have to start somewhere, and some start in more maligned editions.in only 1 edition that regardless of your personal thoughts (my dislike is known) you must admit is at best controversial
What does that leave?![]()
Sounds great. But, weren't Quaggoths pretty implacably hostile? (I only remember them from their first appearance, maybe they changed?)
Things martial touch on some of those, but sure I see. During the playtest, BTW, they took to sorting those sorts of things into the 'social/interaction' and 'exploration' "pillars" as distinct from the 'Combat Pillar.'It leaves everything non-martial and non-magical, of course. Social interaction, device manipulation, deduction, politicking, commerce, and construction all come to mind.
It seems like an aweful lot of things in D&D do get described that way "inimical to all live" "vicious when hungry, and always hungry" "murderously xenophobic," etc. But, no, it seems I was thinking of a different humanoid starting with 'Q' that had its first appearance in the Fiend Folio... the Qullan. 8|Honestly I don't even remember them from AD&D2 (if they were even there), so the OotA Quaggoths are effectively my first-ever Quaggoths. Almost nothing can really be implacably hostile to everything though unless it is specifically designed to be a giant killing-and-eating-machine Doomsday Device
Things martial touch on some of those, but sure I see. During the playtest, BTW, they took to sorting those sorts of things into the 'social/interaction' and 'exploration' "pillars" as distinct from the 'Combat Pillar.'
Sure. That's all accurate enough. There are 12 classes, with a Psion in the pipeline, add the Warlord and that's 14 classes. 4 or 5 of them make decent support classes, the warlord would take that up to 6. Even if the Warlord were exactly as popular as other classes (and detractors seem to think it's wildly unpopular), what's the chance that one of the 4 or 5 other players at your AL table will be playing a Warlord? What if there's already a support class - for instance if you're already playing a Cleric or Bard or the like? It's really pretty unlikely you'll be confronted with the intollerable horror of the Warlord, even were it permitted in AL. And, really, many folks have a class or two they don't care for, quite possibly one that's availble in AL play. They cope. So it really would be a relatively minor inconvenience.Tony,
First you say that it's only a minor little inconvenience to those who don't like Warlords if it's in AL, which effectively trivializes the objections of others, making it seem as if those people are being overly fussy and uncompromising and even petulant.
Or a fighter that reprised the 4e fighter as well as the existing fighter does the 2e version. Or a class or classes that could be used to create concept builds the way you could in 3.5 with the fighter & other non-casting classes. Or, really, anything that's not primarily about DPR and the least bit original.Then you go on to say that none of the existing classes and subclasses are appealing, and that you'd only want to play a PC if Warlord were available.
Not without using a Vancian class. Heck, I wouldn't even need to MC, just play a concept I've always found faintly ridiculous (the Bard) or one that I genuinely liked, but played to death back in the day (the Druid). I did try the latter in the playtest, and it was fun - for a couple hours, then it got old again.But you could easily put together a multi-class character that heals, and buffs, and attacks.
I most certainly am /not/ applying a double-standard. I get that I'm in essence a demographic second-class citizen, and, it's just in the context of a game, so I can live with the things I want coming later in the development cycle. And, I totally get that inclusion of classes that clash with one's design aesthetic can impact your enjoyment of the game. The Drow (matriarchal = evil? really?), Monks (orientalism), psionics (sci-fi), Kender (no explanation needed, I trust), and a few other odds & ends do that for me to varying degrees. But, I respect & defend the right of other players to get the things they want /too/, because I'm NOT about to apply a double-standard or tell other people how they should play the game.I actually don't want to diminish your sentiment; I get it, and I sympathize. I just want to point out the double standard you're applying. Please recognize that, even if you don't agree, the inclusion of official classes (races, etc.) that don't fit with one's design aesthetic can change the nature of the game in ways that reduce the fun-factor just as much as the absence of the warlord does for you.
I'd like that, too. So much of the edition war then, and the stonewalling of the Warlord, now, consists of people claiming they speak for 'a majority' or 'most' or 'the typical' or whatever arbitrary greater-number, or even quote murky sales statistics to 'prove' that what they want is what WotC should do, or not doing what they want caused WotC to 'fail.' I, too, wish we could put that kind of sophomoric pseudo-utilitarianism behind us, and just be accepting and considerate of eachother.I really wish we could get away from greatest-good-for-most-people arguments, because the relative cost/benefit cannot actually be measured, and each side exaggerates their own costs and benefits while dismissing the perceived cost and benefits of the other.
Yeah, I know, it's a source of disappointment. It's not like D&D hadn't always been pretty combat-focused when it came to actual mechanics, but still, the pie-in-the-sky stuff they came up with early in the playtest, vs what actually made it off the presses was not inspiring. It's one of those things where we can hope for more down the line.And then they gave the "Combat Pillar" 90% of the attention and rule support.
Feats are optional, and anyone can take them, but, yes, Rogues have a handful of tricks that are useful in the other two pillars, and casters have some spells, some of them rituals that don't consume slots.It's not even really a Wizard vs. Warrior divide either--wizards have a handful of spells that can do construction (Fabricate, Unseen Servant), but only a handful. Rogues likewise have a handful of abilities, and fighters have a handful of feats, which are useful in socializing and espionage.
I certainly wouldn't have played D&D as much as I did if I didn't enjoy some aspects of combat. 5e has actually gone and minimized some of those, though, which is also sad. But, again, we can hope for more support for the other two pillars, and for something other than short/blah combats, going forward.But for the most part, if you want to do espionage/politicking/commerce/construction/device manipulation/social interaction in 5E, all you've got is the raw ability check mechanic and a handful of dubiously-relevant skills like Deception. The current state of 5E is that if you're not interested in mostly combat most of the time, you'd be better off playing Shadowrun or GURPS. I view that as unfortunate but not irreparable, at least at my own table.
As a player I don't really mind combat-oriented scenarios, especially for CRPG-like solo play, but as a social activity they bore me.
Gee, that sounds terrible.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.