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*Dungeons & Dragons
5E Survivor - Subclasses (Part VI: Fighters)
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<blockquote data-quote="EzekielRaiden" data-source="post: 8794982" data-attributes="member: 6790260"><p>Damage mitigation has exactly the same problems as THP. Either you don't mitigate all of the damage, which means the team cannot actually rely on you, or you <em>do</em> mitigate all of the damage, which means you are stupidly overpowered and no one in their right mind would ever take anything else.</p><p></p><p>With actual but finite healing, a class has a clear capacity to genuinely <em>prevent</em> death only up to that finite limit, while still having genuine threats and dangers.</p><p></p><p></p><p>The Martial leader...</p><p></p><p>...the class explicitly and repeatedly praised for making support play <em>fun</em>...</p><p></p><p>...the class <em>specifically built</em> to do a variety of high-aggression support effects...</p><p></p><p><em>...isn't a support class.</em></p><p></p><p>Really? Like...you look at the Warlord, with Inspiring Word and ways to help others gain HP from making attacks and ways to let others make saving throws and buffs to offenses and defenses...and you think "nope, this is <em>definitely</em> not a support class." Truly? I just...I don't understand how you could possibly come to that conclusion.</p><p></p><p></p><p>Why? There <em>aren't</em> any (well, there is <em>one,</em> but it sucks badly enough that even fans of 5e recognize it's poor.) Why not let the concept actually have representation?</p><p></p><p></p><p>Given that's literally what I said (the Warlord must obtain the Ritual Caster feat to raise the dead...literally becoming trained in ritual magic...) I'm kind of confused as to why you would make specific mention of it.</p><p></p><p></p><p>I am not others and refuse to be held to the standard of "well other people ask for it." You asked me why I wanted it. I answered, and specified that the healing doesn't have to be huge, it just needs to be present and (relatively) reliable. My preference would be all Warlords have <em>minor</em> healing (something roughly equivalent to Bard's Song of Rest, but more proactive), and then one specific subclass (call or "Medic" or something) would specialize in being better at outright healing. Non-Medic Warlords could pick up a small amount more through optional class features, and if they still want more than that, Magic Initiate and other feats provide options.</p><p></p><p></p><p>In absolute abstract, without any consideration for specific context? Sure, I grant that.</p><p></p><p>But we aren't in the abstract, are we? We're in a very specific context: D&D combat. And D&D combat, <em>especially</em> in WotC D&D and doubly so for 5e, requires a constant stream of incoming HP in order to avoid <em>statistically guaranteed character deaths.</em></p><p></p><p>If we had a system where <em>statistically guaranteed death</em> weren't a factor, then sure, we could have tacticians who have no intersection whatsoever with healing. But we don't have that. Just like how every Warlord will have <em>some</em> ability to fight in melee combat, even though there have been many, <em>many</em> "genius tacticians" or commanding generals who were lousy soldiers, barely able to swing a sword or loose an arrow, much less hold their own in bloody battle. Just like how there have been many "Fighters" who realistically should not have any skill with heavy weapons or heavy armor (or vice versa, it's not like knights trained in knife-fighting and longbows!) and yet 100% of all Fighters are proficienct with all weapons and armors. The game necessarily forces certain conceits on us whether or not they make universal sense.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8794982, member: 6790260"] Damage mitigation has exactly the same problems as THP. Either you don't mitigate all of the damage, which means the team cannot actually rely on you, or you [I]do[/I] mitigate all of the damage, which means you are stupidly overpowered and no one in their right mind would ever take anything else. With actual but finite healing, a class has a clear capacity to genuinely [I]prevent[/I] death only up to that finite limit, while still having genuine threats and dangers. The Martial leader... ...the class explicitly and repeatedly praised for making support play [I]fun[/I]... ...the class [I]specifically built[/I] to do a variety of high-aggression support effects... [I]...isn't a support class.[/I] Really? Like...you look at the Warlord, with Inspiring Word and ways to help others gain HP from making attacks and ways to let others make saving throws and buffs to offenses and defenses...and you think "nope, this is [I]definitely[/I] not a support class." Truly? I just...I don't understand how you could possibly come to that conclusion. Why? There [I]aren't[/I] any (well, there is [I]one,[/I] but it sucks badly enough that even fans of 5e recognize it's poor.) Why not let the concept actually have representation? Given that's literally what I said (the Warlord must obtain the Ritual Caster feat to raise the dead...literally becoming trained in ritual magic...) I'm kind of confused as to why you would make specific mention of it. I am not others and refuse to be held to the standard of "well other people ask for it." You asked me why I wanted it. I answered, and specified that the healing doesn't have to be huge, it just needs to be present and (relatively) reliable. My preference would be all Warlords have [I]minor[/I] healing (something roughly equivalent to Bard's Song of Rest, but more proactive), and then one specific subclass (call or "Medic" or something) would specialize in being better at outright healing. Non-Medic Warlords could pick up a small amount more through optional class features, and if they still want more than that, Magic Initiate and other feats provide options. In absolute abstract, without any consideration for specific context? Sure, I grant that. But we aren't in the abstract, are we? We're in a very specific context: D&D combat. And D&D combat, [I]especially[/I] in WotC D&D and doubly so for 5e, requires a constant stream of incoming HP in order to avoid [I]statistically guaranteed character deaths.[/I] If we had a system where [I]statistically guaranteed death[/I] weren't a factor, then sure, we could have tacticians who have no intersection whatsoever with healing. But we don't have that. Just like how every Warlord will have [I]some[/I] ability to fight in melee combat, even though there have been many, [I]many[/I] "genius tacticians" or commanding generals who were lousy soldiers, barely able to swing a sword or loose an arrow, much less hold their own in bloody battle. Just like how there have been many "Fighters" who realistically should not have any skill with heavy weapons or heavy armor (or vice versa, it's not like knights trained in knife-fighting and longbows!) and yet 100% of all Fighters are proficienct with all weapons and armors. The game necessarily forces certain conceits on us whether or not they make universal sense. [/QUOTE]
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