D&D 5E What is a Warlord [No, really, I don't know.]

Warlords weren't all about the healing though, they were also about support. They had abilities such as allowing greater possibilities for criticals and other things.

As others have said, a Warlord is the officer idea where they are a warrior, but one that sometimes stands behind the lines giving support or orders rather than on the frontline fighting.

In that way, they have fighter possibilities, but are also very much support.

I also agree with Hussar, so much of 5e is a direct reflection of 4e. Bounded accuracy is a direct relation to 4e mechanics (except they went up to 10 typically instead of 6) and the option for healing surges as well as long and short rests like 4e are right in the game. I don't think it would be hard to transfer a Warlord type character directly over if they wanted.

If nothing else, they could make it part of the fighter class as one of the options.

That said, there may be some reluctance as it seems a lot of the hatred towards 4e (despite the fact that for many 4e players the heritage of many of the core mechanics in 5e are directly related to 4e, at least in their opinions) has been redirected towards the warlord. I could see there being a reluctance to print up something in depth or equivalent of a core class of something that resurrects bad feelings.
 

log in or register to remove this ad

Bounded accuracy is a direct relation to 4e mechanics (except they went up to 10 typically instead of 6)

Huh. That's the first time I've heard that assertion. Rodney Thompson's post (http://archive.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120604) makes it sound like a design insight they had while designing 5E.

If that's the case, why isn't 4E famous for the same things that bounded accuracy does to 5E, such as monsters never going obsolete and summoning spells being overpowered and the DM being able to use high-CR monsters against low-level PCs? Do 4E PCs remain vulnerable to low-level monsters the same way that 5E PCs do?

(E.g. a 20th level wizard is still more likely than not to fail a DC 13 Con save vs. a CR 4 Banshee and lose all his HP.)

I suppose the question I should actually be asking you is, "In what sense do you mean that statement?"
 

I am a relatively new player of D&D, having started with the 5e playtest and gone on from there. I have not played any on 1st to 4th edition. I have noticed quite a few threads on Warlords and have stayed away since so many threads seem like just an argument rather than a discussion. But now that it appears to have cooled down a bit I should ask, "What is a Warlord?"

I'm looking for:
a basic overview of the class
specifics of what make the class unique
mechanics that reflect those specifics

And, if you feel one way or the other, why can or can't this be represented by what is currently present?
Thank you.

I gave an answer which, I think, covered most of this in a previous thread, and was relatively well-received by the person who requested it. Technically, they asked for some more information than you did (e.g. whether it had appeared in *other* editions too), but I figure that info can't hurt. Spoilerblocking because it's a bit of a long post.
[sblock="An attempt to answer"]
Well, unfortunately, we get this sort of question a lot, and it's not always asked with an open mind, but I'll try.

The Warlord was the continuation of a concept that appeared in 3e, the Marshal class. The two go about their business in different ways, as I understand it--I'm not very familiar with the 3e Marshal--but they both had a fairly similar core idea. Martial characters (those who use arms, skill, armor, and tactics, rather than arcane secrets, divine favor, or otherwise "mystical" assistance) who rely heavily on one or more mental attributes (Int/Wis/Cha), and who possesses moderate skill at fighting but is more about enabling other characters to be better at what they do. Both the Marshal and the Warlord had abilities to help maneuver allies around the battlefield (though the Warlord was arguably better at it), and both of them had some kind of passive benefit that all allies nearby received (for the Marshal, it was called "auras," while for the Warlord it was called a "presence").

Pathfinder doesn't appear to have any *core* classes that are absolutely equivalent, but it does have a "base" class (not sure what the difference is) called "Cavalier" which is very similar, just with the addition of mounted combat stuff. Archetypes can let you get even closer--it's not perfect, but it's very similar. For example, instead of having a "command presence," the Cavalier can "provide the benefit of a Teamwork feat" to all allies within 30 feet as long as they can see and hear the Cavalier. There's also at least one PrC called "Battle Herald," though (sadly) it requires Inspire Courage, which is a magical ability--why it needs that I'm not sure, since it doesn't actually advance that ability and isn't explicitly magical. Regardless, the point is that classes which do stuff very similar to the Warlord are present in Pathfinder.

I, personally, would argue that the Warlord is what happened to a part of the Fighter that was shed at some point: the interaction with followers. The Fighter used to become a Lord at some point, and gain men-at-arms; this hasn't been a thing since 3e, and possibly earlier (my 2e experience is solely with CRPGs, so I don't know if the followers were removed from it for programming reasons or if they were just absent by that point). However, because "hirelings" in general were no longer a major feature of the game, the focus of that "captain leading fellows" switched from NPCs to the Fighter's fellow party members; the Marshal expanded that, and the Warlord expanded it further (and differently).

One of the things that is almost always stressed about the Warlord--a major positive for fans, a major sticking point for detractors--is that the Warlord was explicitly non-magical. I already mentioned this above, but I just wanted to be clear: nothing the 4e Warlord did was considered "magic." In my opinion, what exactly, "magic" means to any given person--literally all things "supernatural" or which couldn't happen here on Earth, or just those things which are arcane secrets/Divine boons/Nature's esoteric power--has a lot to do with how people feel about the Warlord class.

As for the specific things the 4e Warlord did, it varied slightly depending on how you put it together. 4e was big on having each class contain no less than 2, and often 5 or more "styles" or "builds" by choosing class features (much like PF's Archetypes, but the choice is baked into the class from level 1). For the Warlord specifically, you chose a style of leadership--your method for either improving or assisting your party-mates at doing stuff. Eventually there were six different "style" choices, which emphasized different behaviors (defense vs. offense, risky attacks vs. tactical coordination, etc.) There were also some options that could let you specialize in ranged combat instead of melee combat (the default for Warlords). Also, was juuuust possible, if you picked the right options, to play a Warlord that never actually made any attacks at all--instead, that specific kind of Warlord worked by granting special, off-turn attacks to party members; this is known as a "Lazy" or "Princess" Warlord, and was somewhat popular even though it never had any "official" status. Additionally, and this is a sticking point for some people, Warlords had an ability that could restore HP up to a limit*, but generally they weren't especially good at that (they could invest in being better at it, but it wasn't their strongest suit).

So, to sum that all up briefly:
1. Yes, this class has existed since at least 3rd edition, and yes, it has analogous classes in PF (both a "base" class and a PrC, just taking the first one I found that worked).
2. Although it's debated, I'd argue it hearkens back to something the Fighter used to have, but shed at some point.
4. The 4e Warlord had a support-focused kit, and specialized in moving allies around the battlefield (4e combat is less mobile than 5e), improving allies' offensive abilities (attack, damage, sometimes even initiative), and allowing allies to take extra/off-turn actions.
5. Some Warlords never attacked at all, but most were melee attackers who favored Strength plus one mental stat (Int, Wis, or Cha) depending on chosen class features.
6. The 4e Warlord could heal, though only up to a limit*, and other support (aka "Leader" in 4e lingo) classes were better at it.
[/sblock]

To give a little bit more in the way of mechanical specifics--which, since I have to spell this out or I'll get pounced on for it, neither can nor should be perfectly preserved--requires a bit more explanation. For example, at 1st level, a 4e Warlord chooses a "Warlord Leadership" option, a "Commanding Presence" option, and (assuming we're talking about late-4e with all the supplements) may also choose to give up shields and tougher armor proficiencies in exchange for getting some archery bonuses instead. Again, spoilerblocking because this gets a bit long--I'm trying to be both thorough and avoiding any deep knowledge of 4e.[sblock=Explanation of Warlord options]
"Warlord Leadership" had three options: "Combat Leader" (self & all allies within 50 feet that can see & hear you gain +2 to Initiative, but it doesn't stack with certain other kinds of bonuses), "Battlefront Leader" (gain proficiency with Heavy Shields, and an ability that could only be used at the moment everyone rolls initiative, which allowed one ally to reposition without fear of opportunity attacks), or "Canny Leader" (self & all allies within 50 feet that can see & hear you gain generic +2 bonus to Insight and Perception checks). Both Battlefront Leader and Canny Leader were relatively late additions to the game.
"Commanding Presence" had several options, expanded over the course of 4e's lifetime. Each "X Presence" (e.g. Bravura, Inspiring, etc.) is a fundamental feature, which later options (called Powers--pre-defined actions you could take) could hook into to provide additional bonuses. Each one gave some kind of benefit for an ally that could see you spending an Action Point, or AP, to take an extra action. These AP were only handed out occasionally, and generally spending one meant going "all out," so these features meant a 4e group with a Warlord opened up a slightly bigger can of whoop-ass when they really went for the kill--or needed to draw on extra strength to pull through. Alphabetically the Presences were: "Bravura" (if the extra action was used to attack, ally can get a free bonus attack, or a bonus move action, if they hit--if they miss, they're vulnerable to enemy attacks until the player's next turn), "Insightful" (AP-spending allies get a bonus to all defenses, your pick of half Cha mod or half Wis mod, until the start of their next turn), "Inspiring" (AP-spending allies regain HP equal to half-level + Cha mod), "Resourceful" (spending an AP to attack gives an ally half-level+Int mod to damage if they hit, or if they miss, half-level+Cha temporary HP), "Skirmishing" (spending an AP to attack lets an ally move, as a free action before or after they make the extra attack, 5 feet times your Int or Wis mod without provoking opportunity attacks), "Tactical" (spending an AP to attack grants that ally half your Int mod as a bonus to the attack roll).

Now, this may sound like the Warlord was wholly dependent on allies spending Action Points and utterly useless otherwise--but that would be analogous to saying that a 5e Warlock is useless if she isn't casting Eldritch Blast. That is, these Presences were primarily useful because powers would hook into them and provide some interesting/meaningful benefit in addition to whatever that power did on its own. The Action Point benefits are, of course, quite nice--but being a "Tactical Warlord" meant that your abilities favored a particular style of fighting enemies, usually one that involved being very *accurate* with your attacks. A "Bravura Warlord," by comparison, would favor powers that were high-risk, high-reward: IF the attack hits, it hits like a truck, but if it fails.... Etc.[/sblock]

Now, again, to reiterate directly and plainly so it's made absolutely clear:
These mechanics cannot, and should not, be directly ported to 5e. But I feel that there isn't--yet--enough support for this mechanical structure; that they shouldn't be directly ported does not, at all, mean that they couldn't be better translated.* The 5e Fighter, with the Battlemaster subclass, absolutely definitely comes closest to it. That cannot be denied. However, the Fighter chassis is...well, for lack of a better term, "too good" to hold the Warlord. It gets too many attacks, too many personal actions, too much personal survival, too much tankiness, too much benefit from simply going all-out on its own. Thus, what Warlord-y features it has must, of necessity, be weaker, smaller, and secondary to the main focus and goal of the class. Or, as other posters have said elsewhere: the Battlemaster Fighter is to the (as yet non-existent) "5e Warlord" as the Eldritch Knight Fighter is to the Wizard: It's still, at its heart, mainly and centrally a Fighter, but (if you select the appropriate maneuvers) a meaningful side of Warlord, just as the Eldritch Knight is still, at its heart, mostly a Fighter, that can field a few spells (one-third Wizard, mechanically speaking). In brief, EK is "100% Fighter, 33% Wizard"; BM is "100% Fighter, 33% Warlord (if you choose to be)."

By that logic--if you consider it valid, and not all do of course--some Warlord fans argue that they would like to see the class that the BM gets 33% of. It would need to abandon many of the features that distinguish the Fighter, both because that keeps Fighters distinct and meaningful, and because it WOULD be too much to expect the Warlord to get many bonus attacks AND great armor AND more maneuvers (or whatever the other, undefined 66% of the class is), particularly when many of the suggested "Warlordy actions" are quite powerful in 5e. Whatever those options were, they would need to follow the core design philosophy of 5e: all classes start small, and don't really have all their tools in place until level 3 or even level 5. Which specific features a 5e translation of the Warlord would need is a matter of intense debate--and even if it were settled (which I don't think it will be), exactly how to parcel them out over 3-to-5 levels, and how to properly scale them to 5e's power curve, is an entirely separate and often just as heated debate.

*To use a linguistic analogy: in English, a metaphorical phrase for something being unbelievably expensive is that "it costs an arm and a leg." A direct translation of this idiom into Spanish would be gibberish--it would sound like it LITERALLY amputates an arm and a leg, which is of course not true. However, conveniently, Spanish has its own idiom which is almost perfectly identical in meaning, but sounds nothing alike when directly translated to English: "cuesta un ojo de la cara," which literally translates as "it costs an eye of the face." So instead of using a simple, non-figurative translation ("es caro" -> "it is expensive") you can, if you know the two languages well, choose a translation that hews very closely to the original intent, despite having different execution. However, and this makes the analogy even more apt, there is a natural extension or intensification of the Spanish idiom that does not back-translate into idiomatic English: "cuesta un ojo de la cara ya parte del otro," literally "it costs an eye of the face and part of the other." In English, we have no "simple" intensification of this idiom (the closest would probably be "costs an arm and a leg and your firstborn child," but that's bringing in a second idiom rather than simply making the first more impactful).

More simply put: I believe 5e has gone for a "lossy" translation of the 4e Warlord. Important stuff was bled off to make it fit within the Fighter box. I think 5e absolutely has the tools and potential to do better than that, and achieve a much less "lossy" translation. And because 5e is a different game--more "loose" or "flexible," whichever you prefer--I believe that we can actually improve upon the "original" document, in that we can allow it to be extended (if the player so invests for it) into areas it could not natively go, before.
 
Last edited:

I had a very, very limited exposure to 4E (DM issues mostly) but from what I know it seems that the Warlord was tied to mechanics that existed in 4E but don't exist in 5E--specifically, that all healing comes from healing surges. That is, in 4E the Warlord could be as good a healer as a cleric because clerics weren't very good healers by 5E standards--a cleric could let you spend your healing surges now instead of later, but couldn't give you more HP than you would have had on your own anyway.

In 5E, clerics are better healers who no longer rely on 5E's analogue to healing surges (HD healing during a short rest). This puts Warlord fans in a position of having to either accept second-class status wherein clerics (and especially bards) are better healers than Warlords, or demand a 5E Warlord who is actually better at healing than the 4E Warlord despite being explicitly nonmagical. Neither position is an enviable one.

That's not actually true. Clerics granted tons of non-surge healing through a variety of powers which a warlord generally couldn't. So even in 4e cleric were still better healers.

And warlord fans had no problems with that. Best healer was never the warlord's schtick.

The easiest fix is to let warlords allow hit dice spending in combat and then bonuses to hit dice out of combat a la a bard.
 

Huh. That's the first time I've heard that assertion. Rodney Thompson's post (http://archive.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120604) makes it sound like a design insight they had while designing 5E.

If that's the case, why isn't 4E famous for the same things that bounded accuracy does to 5E, such as monsters never going obsolete and summoning spells being overpowered and the DM being able to use high-CR monsters against low-level PCs? Do 4E PCs remain vulnerable to low-level monsters the same way that 5E PCs do?

(E.g. a 20th level wizard is still more likely than not to fail a DC 13 Con save vs. a CR 4 Banshee and lose all his HP.)

I suppose the question I should actually be asking you is, "In what sense do you mean that statement?"

Generally yes they do. You can go easily + or - 5 levels with monsters. So a CR5 monster works well for levels 1-10.

As to why 4e isn't famous well a lot of that is due to edition war politics. We cannot admit anything was good about 4e because that would mean that the edition warriors would have to admit they may be mistaken. And that's not going to happen. Because any admission of possible mistake is seen as weakness and we must be ever vigilant that 4e remains forgotten.

If we admit that 4e got the math right, for example, that calls into question what elsemight be right.

It's just not going to happen until 6e is released and 4e can stop being the red headed step child just like 2e was until 4e came along.
 

That's not actually true. Clerics granted tons of non-surge healing through a variety of powers which a warlord generally couldn't. So even in 4e cleric were still better healers.

And warlord fans had no problems with that. Best healer was never the warlord's schtick.

The easiest fix is to let warlords allow hit dice spending in combat and then bonuses to hit dice out of combat a la a bard.

I do think that "hit dice with bonuses" is almost certainly the best choice in the long run. The Warlord facilitates tapping into the resources you already have. That's why they can do it without magic. Though, for a Warlord actually focused on healing (which I don't think is beyond the capabilities of the 5e system to include and balance), it might be good to extend things a little bit further. For example, perhaps a "Medic Warlord" (name subject to change) could, at some point, allow allies to regain additional Hit Dice from taking a long rest. Normally it's just half (round down, I presume? the PHB doesn't say) but perhaps as the level 7 feature, the Warlord could let allies regain half their hit dice + half her Proficiency value (round down) per long rest. That would only be 1 extra die to start off, and no more than 3 extra dice at level 17+ (compared to the maximum of 10 dice normally recovered). A small but meaningful boon that allows HD-based healing, if the Warlord wants to specialize in it, to keep up slightly better. It would probably still be better to have a Cleric, maybe even non-Life, but the Warlord doesn't need to be the best.
 

Huh. That's the first time I've heard that assertion. Rodney Thompson's post (http://archive.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120604) makes it sound like a design insight they had while designing 5E.

If that's the case, why isn't 4E famous for the same things that bounded accuracy does to 5E, such as monsters never going obsolete and summoning spells being overpowered and the DM being able to use high-CR monsters against low-level PCs? Do 4E PCs remain vulnerable to low-level monsters the same way that 5E PCs do?

(E.g. a 20th level wizard is still more likely than not to fail a DC 13 Con save vs. a CR 4 Banshee and lose all his HP.)

I suppose the question I should actually be asking you is, "In what sense do you mean that statement?"

There's a little bit of play, like there was in most other versions of D&D, but bounded accuracy isn't really 4e's schtick. The governing design ethos of 4e design was extending the "sweet spot" of play across its entire 30 levels. As a result, bonuses and defenses generally rise in tandem so they retain the same relationship as the PCs advance through the campaign. Lower-level monsters are more often represented as threats to higher level PCs in 4e by increasing their overall offensive power, increasing their AC or non-AC defenses, and then stripping their hit points down to 1 - making them minions - rather than remaining threats in their original form. 4e also has plenty of numerical bloat - perhaps not as much as 3e in some ways - but ever increasing bonuses are the norm.

Looking at Rodney Thompson's description of bounded accuracy, you can see where it deviates from 4e. He points out that the system makes no assumption of a PC's bonuses as he advances. 4e, by contrast, very much made those assumptions and did what it could to bake them right into the math of the system in level bonuses, assumptions about stat bonuses, and equipment-based bonuses.

It is true that 4e did take some effort to reduce the difference between a specialist in an area and someone who hadn't invested in it by raising everybody's skill modifiers as they level up, but the practical result could still be a pretty wide difference. That's really about the only real element of 4e that I can see being congruent with bounded accuracy and then only if you kind of squint at it.
 

There's a little bit of play, like there was in most other versions of D&D, but bounded accuracy isn't really 4e's schtick. The governing design ethos of 4e design was extending the "sweet spot" of play across its entire 30 levels. As a result, bonuses and defenses generally rise in tandem so they retain the same relationship as the PCs advance through the campaign. Lower-level monsters are more often represented as threats to higher level PCs in 4e by increasing their overall offensive power, increasing their AC or non-AC defenses, and then stripping their hit points down to 1 - making them minions - rather than remaining threats in their original form. 4e also has plenty of numerical bloat - perhaps not as much as 3e in some ways - but ever increasing bonuses are the norm.

Looking at Rodney Thompson's description of bounded accuracy, you can see where it deviates from 4e. He points out that the system makes no assumption of a PC's bonuses as he advances. 4e, by contrast, very much made those assumptions and did what it could to bake them right into the math of the system in level bonuses, assumptions about stat bonuses, and equipment-based bonuses.

It is true that 4e did take some effort to reduce the difference between a specialist in an area and someone who hadn't invested in it by raising everybody's skill modifiers as they level up, but the practical result could still be a pretty wide difference. That's really about the only real element of 4e that I can see being congruent with bounded accuracy and then only if you kind of squint at it.

Bounded accuracy is more from BECMI where a level 20 fighter would have +13 or so to hit (+16 with 18 strength).

Ability scores were capped at 18 back then or 25 in AD&D. BA is more of a pre 3E era thing. I would prefer the number range to be a bit higher so things like higher level monsters would have ACs more in the 25-30 range instead of just a rare few like the tarraesque.
 

Generally yes they do. You can go easily + or - 5 levels with monsters. So a CR5 monster works well for levels 1-10.

As to why 4e isn't famous well a lot of that is due to edition war politics. We cannot admit anything was good about 4e because that would mean that the edition warriors would have to admit they may be mistaken. And that's not going to happen. Because any admission of possible mistake is seen as weakness and we must be ever vigilant that 4e remains forgotten.

If we admit that 4e got the math right, for example, that calls into question what elsemight be right.

It's just not going to happen until 6e is released and 4e can stop being the red headed step child just like 2e was until 4e came along.

Well, edition war stuff isn't the only reason.

Summoning spells were kept in line generally by either requiring the caster to take actions (either each turn, or just a single one to command, and then another one to change commands), or by being partially or fully random (e.g. dice decide how they attack) IIRC. I was never particularly interested in summoning so my facts might be a little off on that. It's also worth noting that 4e really didn't do much in the way of summons--only the Shaman and Wizard did all that much with it IIRC.

However, on the math front, it's absolutely the case that 4e and 5e are very similar: 5e is just flatter, with a slightly higher relative starting point. Proficiency tracks very well with (level/4)+1; it's not a perfect formula but it's damn close, and that's pretty much just 4e's "half-level" bonus...cut in half again. You get +1 to two stats (or +2 to one stat) every four-ish levels...more or less just like you did in 4e, but with the option to be more focused (+2 = mod increases immediately). By level 20, a 4e character would have 10 (half level) + 4 (stat starts at 18) + 2 (stat boosts at level 4/8/14/18) + 4 (gear) = +20 to their "main stat" rolls. In 5e, at level 20, you have 6 (proficiency) + 3 (stat starts at 16) + 2 (two full ASIs) + 0 (no presumed gear) = +11 to "main stat" rolls. Almost exactly halved progression.

As Hussar noted, @Hemlock, 4e definitely put an effort into narrowing the gap between "this is my area of specialty" and "this is my dump stat I don't give a flip about." The half-level bonus is precisely that. In a certain sense, 5e both moved forward and backward on that front. Proficiency is the universal standard, is very nearly quarter-level, and remains low enough that the d20 variance isn't completely overshadowed. But now Proficiency only applies to the stuff you're really good at--meaning 4e characters are better at the stuff they suck at than 5e characters are, relatively speaking (a 5e character that "sucks" at a thing gets maybe +1 to it at high level; a 4e character gets half their level, which makes a big difference). The gap sizes are more analogous at first level because Training (the "other" 4e equivalent of Proficiency) is a static +5, so a starting 4e character can have a skill roll of +11 if they hyperfocus (Background or Racial +2, 18 stat = +4, training = +5, total +11) vs. -1 if it's a dump stat; for comparison, in 5e you have +5 (Proficiency, 16 stat) vs. -1 (non-Prof, dump stat). If we can agree that the "implicit scaling" of 5e is half that of 4e, these gaps are analogous--but they quickly become bigger equivalent gaps in 5e than 4e. At level 20 in 4e, a character "inept" in a particular skill might be able to achieve things a level-1 "expert" could, while in 5e that is flat-out untrue, as an "inept" character never gets any better (by default--and choosing to invest resources in it makes them clearly no longer "inept"!).

As for the "monster level ranges" thing, again remember that 4e scales twice as fast as 5e--so it should be expected that the "most natural" range of 5e is about twice as big as that of 4e. This does mean monsters remain relevant for a wider span of levels in 5e, which is a difference. However, 4e's math was so straightforward (once they worked out the kinks) and simple, you could put it on a business card (which people totally did). AFAIK it was considered universally good common practice, once you'd decided how tough a particular fight should be (NOT the same as deciding that the fight should be/scale to the group's level!!) to tweak the stats of an already-existing creature up, or down, to match the kind of encounter you were creating. Since these changes were pretty simple, once you understood that monsters (essentially) worked on a "add monster's level to stuff" scale, it was even possible to do this by hand--but, as with many things 4e, there was an incredibly convenient online tool that would do it for you on the fly, with any monster ever published! :p

This led to some oddities if you made a dramatic change in the monster's level, though. Unlike 5e monsters, 4e monsters DID try to take into account some of the "nasty awful side effect," "special movement modes," etc. stuff in their design--so if you took a dracolich and scaled it down to 1st level, the result often wasn't quite actually a first-level threat, because dracoliches had really nasty conditions and such that first-level parties weren't well-equipped to deal with. (Dracolich, and the needlefang drake swarm, were oft-cited un-favorites among 4e fans; I've never fought either myself.)

So...in a certain sense, you could say 4e had a more expansive idea of what "the same monster" meant--in mechanical terms, anyway. Fluff-wise, as with almost everything 4e, the game had a totally hands-off policy. Any given set of mechanical stats was merely that--mechanics. You could dress them in whatever fluff you felt comfortable with. Usually there would be provided fluff, of course, but it was intentionally just a suggestion--and one that the devs explicitly expected people to ignore/change as they liked. By comparison, 5e has a very narrow definition of "the same monster"--it must have exactly the same stats!--but its mechanics allow its definition of "the same monster" to apply over a broad range. The net result is more or less the same, with a difference of "tightness" or "looseness" of balance and different ability to "telescope" things (e.g. 5e relies on a progression of orc/hobgoblin/ogre/giant, whereas 4e allowed each of those to telescope to the DM's desired difficulty).
 
Last edited:

why isn't 4E famous for the same things that bounded accuracy does to 5E, such as monsters never going obsolete and summoning spells being overpowered and the DM being able to use high-CR monsters against low-level PCs?
You've had a range of replies to this. Here's mine.

4e has bounded accuracy only if you strip out the +0.5 per level from all defences and attack bonuses. Some 4e groups did that - that maths is obviously very simple - but most didn't.

With the 0.5 per level not stripped out, what 4e is famous for is the fact that you can scale monsters up or down trivially easily. I think nearly all 4e GMs did this.

(EDIT: 4e doesn't really have summoning spells in the sense that you mean.)

In 5E, clerics are better healers who no longer rely on 5E's analogue to healing surges (HD healing during a short rest). This puts Warlord fans in a position of having to either accept second-class status wherein clerics (and especially bards) are better healers than Warlords, or demand a 5E Warlord who is actually better at healing than the 4E Warlord despite being explicitly nonmagical. Neither position is an enviable one.
I would have thought there's an obvious third option - put them onto the same rationing system that 5e uses for clerics and fighter's Second Wind, namely, uses per rest.
 

Remove ads

Top