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D&D 5E I don't actually get the opposition for the warlord... or rather the opposition to the concept.

Lord Twig

Adventurer
So I think I have established that I don't want to prevent anyone from playing the game the way they want to play it. But for some reason I am a bad person for wanting to play the game the way I want to play it.

Let's forget the Warlord for a moment and talk about Fireball. Is it round or square?

In 3.5e it was round. There was a template showing how it effected characters on a grid that approximated a circle.

In 4e it was square. Okay, it was called a ball, and was supposed to be round, but it was just square on the grid with a "Don't-worry-about-it-this-is-faster" explanation.

Now if I'm playing the game and looking at the map. I don't care how many times you tell me it's supposed to be round. It's square on the map, therefore it's a square.

I don't want square Fireballs!

But apparently if I don't allow square Fireballs I am being controlling and selfish and don't want to allow people to play the way they want to play. If other people want square Fireballs I should just let them have it. So it's okay to force people to deal with square Fireballs, but it is not okay to force round Fireballs. This is the argument that is being made for Warlords.

It's interesting that in 5e they say a Fireball has a 20' radius, but they don't bother telling you how to map it on a grid. They just left it out entirely. Sure the default movement is "I run faster when I run diagonally" with the option rule for more accurate 5'/10' diagonal movement (which I use btw), but that doesn't necessarily translate to area of effect spells. That is left up to the DM and his group to decide.

The design philosophy for 4e was (I believe) more cinematic and they didn't worry about logic or "realism" if it got in the way of moving the game along. "Get to the Action!" was the primary goal. The Warlord embraces that idea and doesn't worry about how his abilities work. They just do. And you can just make up flavorful, cinematic explanations or not. Mostly you just don't worry about it and "Get to the Action!"

D&D 3.5 was more simulationist (my preferred style). The 5'/10' diagonal movement was introduced because moving faster diagonally "didn't make sense". Sure some illogical things are ignored, like dragons being able to fly or giants not collapsing under their own weight, but nothing is ever just black or white. 4e was not just pure white cinema any more than 3.5e was hardcore black simulation. But 4e was still pretty white while 3.5e was pretty black.

So you can keep adding cinematic abilities back into 5e and make it whiter and whiter, but for those of us that like the darker simulation style of gaming you are going to be driving us away.
 

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Bawylie

A very OK person
So I think I have established that I don't want to prevent anyone from playing the game the way they want to play it. But for some reason I am a bad person for wanting to play the game the way I want to play it.

Let's forget the Warlord for a moment and talk about Fireball. Is it round or square?

In 3.5e it was round. There was a template showing how it effected characters on a grid that approximated a circle.

In 4e it was square. Okay, it was called a ball, and was supposed to be round, but it was just square on the grid with a "Don't-worry-about-it-this-is-faster" explanation.

Now if I'm playing the game and looking at the map. I don't care how many times you tell me it's supposed to be round. It's square on the map, therefore it's a square.

I don't want square Fireballs!

But apparently if I don't allow square Fireballs I am being controlling and selfish and don't want to allow people to play the way they want to play. If other people want square Fireballs I should just let them have it. So it's okay to force people to deal with square Fireballs, but it is not okay to force round Fireballs. This is the argument that is being made for Warlords.

It's interesting that in 5e they say a Fireball has a 20' radius, but they don't bother telling you how to map it on a grid. They just left it out entirely. Sure the default movement is "I run faster when I run diagonally" with the option rule for more accurate 5'/10' diagonal movement (which I use btw), but that doesn't necessarily translate to area of effect spells. That is left up to the DM and his group to decide.

The design philosophy for 4e was (I believe) more cinematic and they didn't worry about logic or "realism" if it got in the way of moving the game along. "Get to the Action!" was the primary goal. The Warlord embraces that idea and doesn't worry about how his abilities work. They just do. And you can just make up flavorful, cinematic explanations or not. Mostly you just don't worry about it and "Get to the Action!"

D&D 3.5 was more simulationist (my preferred style). The 5'/10' diagonal movement was introduced because moving faster diagonally "didn't make sense". Sure some illogical things are ignored, like dragons being able to fly or giants not collapsing under their own weight, but nothing is ever just black or white. 4e was not just pure white cinema any more than 3.5e was hardcore black simulation. But 4e was still pretty white while 3.5e was pretty black.

So you can keep adding cinematic abilities back into 5e and make it whiter and whiter, but for those of us that like the darker simulation style of gaming you are going to be driving us away.

Fireballs were never square. Their area of effect included all the squares the "ball" could reach/enter.

As for simulationism, that's just a rationale for your preferences. You're more than happy to make allowances for a HUGE amount of nonsensical game elements (dragon flight, human beings with as much or more HP than Giants, etc). But when it comes to an aoe that effects a square configuration on a grid, suddenly that's a bridge too far. Or, god help us, non-magical HP recovery on class B instead of class A, "simulationism" is the battle cry.

But the entire concept, as you seem to realize, is bankrupt. You've pointed out its not all white and not all black, but some mixture suited to taste. And THAT is correct. It's a matter of taste. And there is no logic, or game-theory-principle, behind taste. Even among self-described "simulationists" there's no agreed-on ratio of cinematic :: realistic.

"I'm a simulationist, therefore I don't wan a Warlord in my game, or square fireballs, but HP is meat, even when small-sized fighters have more than huge Giants. Simulationism!" It's frankly absurd.

We all feel the need to defend our tastes when someone else disagrees. You see this all the time in sports fandom - team rivalries, etc. But the truth is, what you like doesn't need a logical or rational defense - and no logical defense will ever be sufficient to convince anyone that your tastes are justified. Essentially, you cannot "logic" someone out of a belief or desire that they didn't "logic" into.

I'll wrap this up. You're not -NOT- a bad person for playing how you like. Have at! Corollary - nobody else is ridiculous for not playing as "simulationists" (to say nothing of the innumerable contradictions inherent in simulationism). Warlords are not beyond the pale simply because they rub you the wrong way. Your game isn't beyond the pale even if it rubs Me the wrong way. It's all good.
 

Bawylie

A very OK person
You used to say "live and let live"
You know you did
You know you did
You know you did

But if this ever-changing world in which we live in
Makes you give in and cry

Say "live and let die."
 




Tony Vargas

Legend
The only thing I wish they did was implement maneuvers for martial classes, so regardless of you viewpoint on any given class mechanic the more contentious concepts like hit dice healing, automatic damage (damage on a miss), charm person, summoning, etc. could be added or removed.
That is one area where they could have been more 'modular' right down to the player-choice level. They leveraged one spell list heavily - every class had something that referenced it, even if they didn't have at least one build that technically cast spells - and built a lot of player choice into most of the casting systems. If you didn't like a particular spell or its implications, you could avoid it, while still playing the class you wanted by the simple expedient of never learning/prepping it.

Enough maneuvers for martial characters would neatly resolve some of the angst over the inclusion of things like Second Wind or Inspiring Word or the like - they'd just be a few among many alternatives. As it stands, though, critical mass for that effect hasn't been reached, even for the Battlemaster (if you want a Warlord-lite battlemaster, you have only 4 maneuvers to choose from, and, eventually, gain six of them - that's virtually no choice at all).
 
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El Mahdi

Muad'Dib of the Anauroch
So you can keep adding cinematic abilities back into 5e and make it whiter and whiter, but for those of us that like the darker simulation style of gaming you are going to be driving us away.

Explain to me please, the logic of this statement.

How does an element that can easily be separated from the game and ignored, change the whole game?

It's not like we're talking about adding salt to water. What we're talking about is having Salt and Pepper on the table and you choose what to use or not use - and some (maybe not you) saying Pepper shouldn't be allowed on any tables whatsoever.

So how does a purely optional component (as technically, any and every component of the game is optional) drive you away from the game when it doesn't affect you at all?
 


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