Remathilis
Legend
Who says "Equal to a cleric but without magic"?
The job of a cleric is to allow the party to keep going and survive spike hit point attrition. Wind Walk, for example, is probably not wanted on a Warlord. But some recovery and some spike damage mitigation is absolutely necessary.
Well, Tony takes credit for it, but its a common thread among many ardent proponents. A warlord can't merely heal, he must have healing as powerful and prevalent as a cleric. He must have support abilities equal to spells like Bless. In short, while it might not have a 1:1 ratio of spells to powers, it must be able to replace a cleric (like a druid or bard can) in the realm of healing and support.
I question if it really needs to (since there are other ways to do support than having massive hp replacement).
And the "without magic" is a can of worms of its own. The warlord (barring an archetype) can not be a spellcaster. A classic AD&D fighter by about 3rd level on a decent number of hit points is impossible to kill in a minute by a brawny orc with a greataxe in a minute in which the orc gets extremely lucky. Is that magic? Because it certainly isn't mundane.
Magic =/= Spells. A bard's inspiration dice isn't a spell, but its "magical". The same is true for some warlock invocations, paladin lay on hands, monk "ki" abilities, or even barbarian Rage abilities. The text often suggests such things come from otherworldly origins (or at least allows for that possiblity) and the compromise Tony and I came to a bit father up opened up a "We don't know, maybe its magic" option in the flavor text of the warlord as well.
The warlord needs to be in the same bracket for magic as the fighter, rogue, and barbarian. I.e. not a caster. But all D&D classes are larger than life.
I can easily argue barbarians have some "magical" element to them; the PHB outright suggests one origin of Rage is "from a communion with fierce animal spirits." which seems to imply some magical element to it. Warlords, which often times skirt the difference between magical and mundane, need at the bare minimum the same consideration.
Neonchameleon;6729915I said:t's also why I find the implied setting of the 5e universe boring. Spells are specifically controlled manifestations of magic to the point of being technology. They are also interchangeable in a way hard earned skill or genuinely magical effects shouldn't be.
Sorry you're bored, but if your talking a "Default D&D" warlord, it has to mesh with the "Default D&D" universe. Else, you're just designing some 3PP d20 variant class. (Which is fine, but color me disinterested).
Having a dragonborn's breath weapon recharge on a short rest is exactly how it worked in 4e. Encounter powers were explicitly in the rules powers that recharged on a short rest.
Not quite. A 4e dragonborn gets his breath weapon for EVERY fight he's in; a 5e dragonborn may go 2-3 fights before short resting. The 4e encounter powers says "you get your toys every time you roll initiative" while the 5e short-rest powers say "you may not start every fight with this ability, but you'll get to use it a few times per day."
A sticky spell. Being serious, vicious mockery as an at will is actually something 4e brought to the table and that influenced gameplay. Thunderwave is just another spell and its 5e version is very different from its 4e one as is its place within what makes 4e.
And why am I highlighting this? Because if you're putting the 5e Vicious Mockery alongside the 5e Thunderwave as things introduced then it's clear that you simply don't get how things fitted together in 4e. Which makes you unqualified to talk about them. There's a difference between a decent translation (Vicious Mockery) and something looking vaguely the same with a nametag (Thunderwave).
They were simply spells that owe their life to 4e because they didn't exist prior to it. Much like the warlord class didn't really exist before 4e.
It does highlight something that people do forget when discussing the warlord; we might get a class with that name and general concept, but it might not match the 4e depiction.
The claim was that all classes in any core PHB would be in the 5e PHB. It didn't happen. And Mearls chose to follow one of the least honest edition warrior points about shouting hands back on.
They opted for the path of least resistance on several classes: assassin, illusionist, wild mage, etc. by going with a subclass. They double-diluted the warlord by making him a subclass (battlemaster) and removing his direct healing. It might not be the warlord you WANTED, nor necessarily the best version, but they did try something. In the end, they opted for an options which made few (but ardent opponents) happy.
And your lack of understanding of what was important and why things were important needs to go. I've put in another thread why the warlord is a class that vastly opens up the worldbuilding and playstyle of 5e. A warlord allows you to play recognisable D&D with no spellcasters in your party. The warlord more than any other option meant that I could play a good Lord of the Rings game in 4e that would have not worked in any other edition. It opens up Dark Sun and pre-DL1 (and early DL1) Dragonlance to be viable settings without needing specialist classes and piles of rules like the Obscure Death Rule.
The warlord's job is NOT to be a nonmagical variant class; its job is to be a viable class in a game surrounded by magic. It takes a LOT more than a warlord class to make nonmagical viable in 5e, an entire supplement full of variant rules would probably be needed. Moreover, I want a warlord who can bring something unique to my table when I HAVE wizards, clerics, and other casters. Being a "nonmagical cleric" is the least interesting thing a warlord class should be.
Cry me a river. "I don't like the names they call things." In terms of complaints that's trivial.
"I don't want a warlord whose abilities are supernatural" is equally as trivial.
Try "The setting, the party, and the campaign I want to run won't even come close to working in the new D&D". Because that is what a loss of Warlords means in practice. It means that every setting needs to be covered in magic with spellcasters that make Gandalf look like a beginner.
It really sounds less like "I want a warlord" and more like "I want a variant of D&D that isn't magic-heavy". Which is fine, but you do understand the two things are separate issues, right?
Neonchameleon;6729915I said:t depends how they are mechanically defining magic. If the warlord goes through their spellbook picking spells each morning to remember the mystic words and they vanish from your mind that would be ridiculous. If on the other hand it was just a single line of text and the words themselves weren't even affected by an anti-magic sphere that would be perfect.
THAT HAS BEEN MY POINT ALL ALONG. Sheesh!
And yet my 4e Retroclone has the archivist mage, which is a genuine vancian caster.
With 0-9 spells, spell slots and spells per day? Impressive. Too bad WotC never made those variants; we might have kept trucking in 4e.
Neonchameleon;6729915I said:f it can be ignored at the table, of course.
It can be ignored as much as "words of creation" or "primal spirits" can be for bards and barbarians.