Here is my point...
Ok, we decide we are going to make a warlord that can act as support in a nonmagical game (aka, no spellcasting classes). We decide we are going to allow him some form of healing ability because clerics can restore hp so warlord's should. But a cleric can also heal conditions (poisoned, blinded, deafened, diseased) as well; there is no way to remove those conditions in the game without magic, so now the warlord needs some mechanic that can remove or negate those conditions (or the first time you fight some poisonous snakes or diseased dire rats, the game is going to fall apart).
People /do/ recover from diseases and survive being poisoned without magic. The world is full of people who got sick and got better - no magic.
Also, a cleric can grant all manner of bonuses, such as Bless, Warding Bond, or Guiding Bolt (all of which grant bonuses to attack or defense) so a warlord needs to be able to grant bonuses like that too somehow if he's to be the nonmagical support class. He also should probably be able to remove Fear or Charm effects as well, since he's our only support...
And those all fit the concept, just fine.
Rather than keep saying "a warlord should do X nonmagically because he's the support class in a nonmagic game", I'd rather the focus be on "Well, clerics, bards and druids bring good support in the form of spells, what should a warlord bring that's unique?" Why do I want to be a warlord rather than a cleric (assuming the two are both options)
Same as Bard instead of cleric: concept. Not everyone wants to play a holy-roller some would rather play a minstrel, and vice versa - some would rather play a Druid or a Warlord.
I mean, think about it, how unique from eachother are the existing support classes? They all cast spells, a lot of the same spells when doing support, in fact. That's not a high bar for uniqueness.
Which is actually part of my point: you can't assume that a fighter, a warlord, a rogue, and a barbarian could play through Rise of Tiamat just because you now have a "nonmagical" support class.
Don't see why they couldn't, though 5 or 6 PCs would be more typical (it's hard to come up with that many non-magical PCs, as limited as the options in 5e are now.) They'd certainly do better than a Champion, Battlemaster, Thief, and Berserker.
It requires far more than a warlord to make nonmagical campaigns work.
If the /campaign/ is non-magical, a bit more - the absence of Tiamat, for instance. Aside from limiting potential foes and challenges as well as potential PC concepts though, not much. The game is very nearly playable as it stands even assuming total absence of magic. Just needs adequate support for the party, maybe some 'control.'
Additionally, I think its a very low point on the design scale since most D&D DOES use magic and doesn't deviate much from that norm.
On the contrary, it's a relatively high priority to cover non-magical concepts and low-/no-magic campaigns and related playstyles, because magical ones are already lavishly supported and don't need anything more right away.
I'm not convinced that just adding a warlord class would give 5e the same flick
I'll acknowledge that you are very hard to convince of anything. ;P
Yet you have to if you want to count Barbarian among the nonmagical list; or even your own warlord fluff below now.
I don't have to ignore that the Totem Barbarian uses magic to play a non-magical Berserker. For a clearer example, I don't have to ignore that the Eldritch Knight casts spells to play a Champion who doesn't (I'd just have to ignore how deadly-dull I personally find DPR characters). So, sure, we could have a Warlord archetype that uses some sort of magic, while others don't. Not a problem. I know you like psionics, wouldn't an Ardent fit perfectly?
The line I quoted was from the
DEFAULT Barbarian fluff. (Last paragraph, before "Primal Instinct") and it clearly shows two examples of sources for Rage, a magical one and a nonmagical one. I'm just quoting the PHB.
And, there are, 'coincidentally' two kinds of barbarian, one obviously magical, and one not.
Man, I REALLY thought we were behind all the "Warlords are 110% nonmagical, suggesting otherwise is edition warring, but if it helps you sleep at night, you can pretend its magical" line of crap.
You brought it up again.
I thought we came to a "warlords do their thing and we don't know exactly why; might be magical, or something else" compromise. I guess that was wishful thinking on my part.
The concept is and always has been non-magical. That's just a fact, I couldn't go back in time and change it if I wanted to, even for the sake of compromise.
But I did think we settled on a pretty cool example of fluff text that leaves open varied opinions about the Warlord's abilities, while allowing it to be faithful to that concept. Not only that, but I repeated it in the post you were quoting, and here it is again, for a third time, awaiting your acknowledgement:
If we're all willing to be reasonable, though, there's no need to make Warlord maneuvers into spells, actually give them any sort of supernatural ability, or place the same kinds of limiting factors on their already-less-versatile-than-magic range of abilities that magic faces (ie, like not working in an anti-magic shell or 'world where there is no magic' or whatever). Rather, just as people IRL will attribute a success, sports team victory, close escape, or extraordinary accomplishment to divine favor, a lucky piece, a psychic, guardian angel, or other supernatural agency, there can be a genuine belief out there in the setting that some exceptional martial characters, like Warlords, are tapping into some sort of subtle, un-provable/un-disprovable source of supernatural power.
Yeah, get that out of the sidebar and put it in the main box and I'm there with bells on.
Say, right towards the end of the intro...
Warlord
...blah blah blah... colorful descriptions of possible warlords... blah blah blah....
Some attribute the extraordinary abilities of famous Warlords to a divine heritage or blessing, or some supernatural connection to primal forces of conflict, or even simply to luck or fate. Some say that there must be more than just charismatic leadership or tactical brilliance - perhaps the mystic secrets of some militant cabal left over from some forgotten empire, or a subtle magic of word & deed that doesn't follow the same laws as the mighty magic of wizards and their ilk - behind a Warlord's string of improbable victories. Most Warlords would agree. There is something greater than themselves that deserves the credit for those victories: their allies.
Whatever the source of their extraordinary accomplishments, Warlords are an asset to any party seeking victory in battle... blah, blah, blah...
....and *insert an awesome 5e class here*