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*Dungeons & Dragons
5E Survivor - Subclasses (Part VI: Fighters)
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<blockquote data-quote="doctorbadwolf" data-source="post: 8795024" data-attributes="member: 6704184"><p>Auras are good. That was their thing, right?</p><p></p><p>The bolded doesn't follow. Healing can't guarantee survival either. Either way, you make it harder to kill your allies.</p><p></p><p>What. I stab the unconcious guy, he dies. Either way. Damage mitigation is in many ways better than healing because it's better at preventing unconciousness. Great you inspiring worded me back up, too bad I lost my turn anyway because I go between what knocked me out and you. Would have been better if I'd not lost that turn.</p><p></p><p>Can you please explain how you get "isn't a support class" from "doesn't have to just be a support class"?</p><p></p><p>Well, it helps that I never came to that conclusion. It also helps that I don't give the first tiny little damn about specific mechanics from past editions. I look at what the class did <em>in the fiction</em> and <em>only</em> after getting a grip on that do I even think about the mechanics, and even then they only serve as a pool of potential resources to use as inspiration to fullfill the mechanical needs to the current edition iteration. </p><p></p><p>It's like the attack granting. Sure, it was fun in 4e. I do not care if it's translated directly into 5e.</p><p></p><p>IMO the game is better when we don't try to make a whole class fill one role.</p><p></p><p>IBecause we are talking about two games, in comparison. The cleric doesn't have to pay to learn raise dead, and no feat will give it to you. So, the warlord in 5e <em>cannot</em> fullfill all support role tasks that the cleric can, without an in-class way to bring back the dead.</p><p>IMO that is a good reason to drop the idea of "warlord has to be able to do all the support things".</p><p></p><p>That's all fine, I just still don't see why it is necessary. Why it's a no room for compromise point.</p><p></p><p>For me, that pretty much ends the need for debate. That means that it's okay for those "warlords" (I have never and will never like the name) to not have any healing capability they don't gain from outside the class.</p><p></p><p>I've played without in-combat healing, with very little, and with plenty. All three modes of play work fine. In addition to that, the majority of classes have some access to healing, even if only optionally. The healing doesn't have to come from the warlord.</p><p>So, while I'm fine with a Rallying Cry that gives a little healing to a group, or an inspiring word ripoff, I'm also perfectly happy to not have my vanguard captain ever heal anyone. </p><p></p><p>We do have that.</p><p></p><p>Proficiencies are not remotely the same sort of thing.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8795024, member: 6704184"] Auras are good. That was their thing, right? The bolded doesn't follow. Healing can't guarantee survival either. Either way, you make it harder to kill your allies. What. I stab the unconcious guy, he dies. Either way. Damage mitigation is in many ways better than healing because it's better at preventing unconciousness. Great you inspiring worded me back up, too bad I lost my turn anyway because I go between what knocked me out and you. Would have been better if I'd not lost that turn. Can you please explain how you get "isn't a support class" from "doesn't have to just be a support class"?[I][/I] Well, it helps that I never came to that conclusion. It also helps that I don't give the first tiny little damn about specific mechanics from past editions. I look at what the class did [I]in the fiction[/I] and [I]only[/I] after getting a grip on that do I even think about the mechanics, and even then they only serve as a pool of potential resources to use as inspiration to fullfill the mechanical needs to the current edition iteration. It's like the attack granting. Sure, it was fun in 4e. I do not care if it's translated directly into 5e. IMO the game is better when we don't try to make a whole class fill one role. IBecause we are talking about two games, in comparison. The cleric doesn't have to pay to learn raise dead, and no feat will give it to you. So, the warlord in 5e [I]cannot[/I] fullfill all support role tasks that the cleric can, without an in-class way to bring back the dead. IMO that is a good reason to drop the idea of "warlord has to be able to do all the support things". That's all fine, I just still don't see why it is necessary. Why it's a no room for compromise point. For me, that pretty much ends the need for debate. That means that it's okay for those "warlords" (I have never and will never like the name) to not have any healing capability they don't gain from outside the class. I've played without in-combat healing, with very little, and with plenty. All three modes of play work fine. In addition to that, the majority of classes have some access to healing, even if only optionally. The healing doesn't have to come from the warlord. So, while I'm fine with a Rallying Cry that gives a little healing to a group, or an inspiring word ripoff, I'm also perfectly happy to not have my vanguard captain ever heal anyone. [I][/I] We do have that. Proficiencies are not remotely the same sort of thing. [/QUOTE]
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