D&D 5E 5e Warlord Demand Poll

How much demand is there for a dedicated warlord class??

  • I am a player/DM of 5e and would like a dedicated warlord class

    Votes: 61 26.3%
  • I am a player/DM of 4e and would like a dedicated warlord class

    Votes: 2 0.9%
  • I am a player/DM of 5e and am satisfied with WotC's current offerings for a warlord-esque class

    Votes: 67 28.9%
  • I am a player/DM of 5e and am satisfied with the current 3rd party offerings for a warlord class

    Votes: 6 2.6%
  • I am a player/DM of 5e and I don't care whether WotC designs a warlord class for 5e

    Votes: 94 40.5%
  • I am a player/DM of 4e and I don't care whether WotC designs a warlord class for 5e

    Votes: 2 0.9%

  • Poll closed .
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A little subjective, sure. But it is objectively a huge difference of severity, at least.

Every "warlord" option in the game is a sliver of warlord on top of a big meaty helping of an entirely different concept that has little, if anything, to do with the warlord.
The difference is not objective. Whether or not you see a difference is mostly a matter of perspective.

From my perspective, a warlord is and always has been a type of fighter who is good at coordinating the troops. In every edition prior to 4E, the concept would have been covered by making a fighter, and just acting out the inspirational and tactical aspects. This is because the fighter is a very broad class, which covers every type of warrior that doesn't have magic. You don't need a specific class for warlord, any more than you need a specific class for samurai, because they're all just warriors who don't have magic.
 

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The difference is not objective. Whether or not you see a difference is mostly a matter of perspective.

From my perspective, a warlord is and always has been a type of fighter who is good at coordinating the troops. In every edition prior to 4E, the concept would have been covered by making a fighter, and just acting out the inspirational and tactical aspects. This is because the fighter is a very broad class, which covers every type of warrior that doesn't have magic. You don't need a specific class for warlord, any more than you need a specific class for samurai, because they're all just warriors who don't have magic.
I hate this double standard in design in that you can design different magic using classes to show different types of magic users till the cows come home but when it comes to different martial concepts they must be shoehorned into fighter. Either Magic User as a class can cover Cleric, Warlock, Sorcerer and most over magic using classes in the past or martial can stand to be split up and allow individual class design.
 

I hate this double standard in design in that you can design different magic using classes to show different types of magic users till the cows come home but when it comes to different martial concepts they must be shoehorned into fighter. Either Magic User as a class can cover Cleric, Warlock, Sorcerer and most over magic using classes in the past or martial can stand to be split up and allow individual class design.
Magic can vary wildly in its nature. It'd make more sense if there were only one or a few magic-using classes in any given campaign, representing 'how magic works' in that universe. (As an extreme example, the setting of Lyndon Hardy's unique Master of the Five Magics, as the name suggests, would have required 5, before the later books brought 'pilots' into it.) But, D&D is a rather a syncretic take on fantasy, combining magic (indeed, the broader sense of the supernatural) from all over the broadest take on fantasy genre, myth & legend, and folklore - and even science-fiction & superheroes, so it's all-in character is not that surprising. What is surprising it that double-standard, the very narrow take on the heroic, extraordinary, and super-human, rather than supernatural. While the supernatural in D&D comes from all over the universe of the imagination, the extraordinary is drawn with a much finer and more parsimonious brush. The barbarian's rage in 3e was (EX), for instance. Hit points are absurdly superhuman, and not palmed off to magic for every class, least of all the traditionally highest-hp classes, the fighter and barbarian (non-magical, and magic-hating in 1e, even), skill, depending on edition, can get rather extraordinary, in 5e that's left up to the DM to interpret 'nearly impossible.' But, outside of a few other little things here and there (often related back to the craziness of hps), D&D gives short shrift to anything not presenting as outright supernatural.

That's not just a conceptual problem, either, it's been a severe balance problem (Tier 1 casters, fighter Tier 5 in 3.5 for the worst instance). 4e addressed that problem by roughly balancing the non-supernatural classes with all the other sources. Roughly, still no question martial came out behind, but by yards rather than miles (or parsecs). 5e more or less doesn't worry about balance, leaving that, like campaign tone, to the DM.

In that environment, there's neither a pressing need to address the double-standard strictly balance grounds, nor any reason at all to continue to adhere to it. DMs can choose the classes they wish to allow, and the balance they wish to draw in their own campaigns.

Ah, so not only did I fail my insight, I rolled a natural 1. My bad. Care to explain where I missed the mark in more simple terms?
Sorry, that's what I get for leaving in a place-holder....
. Are you saying that Ninja/Warlord fit together, and people should stop telling fans of both that they don't need a new class? Or are you saying that Ninja/Warlord are separate, and should not be equated?
No, not either of those, exactly, but more the latter.

Rather, it's the same point, albeit from a very different perspective, as Manbearcat was making. That the ability to make a ninja under 5e (modestly well supported, could really use a PrC to top it off), should not be equated with the ability to make a Warlord under 5e (minimal, a few fractional options, not even all of which may be combined).

That the ninja (a narrow, culture-specific concept, with a variety of equally narrow implementations over the editions), shouldn't be equated with the warlord (a class from 4e able to cover a broad swath of character concepts not tied to any real-world culture), is another equally valid point that my analogy doesn't handle nearly as well, the sky at different times of day having quite a bit more in common with eachother than those two.
 
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This is because the fighter is a very broad class, which covers every type of warrior that doesn't have magic.
That was true in previous editions.
2e had several pages of maneuvers that a fighter could pull off, included several kits, included getting followers, as well as just being a more open-to-interpretation game.

A 3e fighter got 9 extra feats, and there where a huge number of feat to choose from, including sundering weapons and armor.
Not even counting the plethora of prestige classes.

That's just not the case in 5e. They get 2 extra feats (probably count as 4, since they are bigger), and less total options. They are much more locked into hitting things.

It could have been a broad class, with all sorts of builds under it. You could of had a large selections of maneuvers to learn, and some dice to use each turn (like in the playtest). But it's not.
 

Sorry, that's what I get for leaving in a place-holder.... No, not either of those, exactly, but more the latter.

Rather, it's the same point, albeit from a very different perspective, as Manbearcat was making. That the ability to make a ninja under 5e (modestly well supported, could really use a PrC to top it off), should not be equated with the ability to make a Warlord under 5e (minimal, a few fractional options, not even all of which may be combined).

That the ninja (a narrow, culture-specific concept, with a variety of equally narrow implementations over the editions), shouldn't be equated with the warlord (a class from 4e able to cover a broad swath of character concepts not tied to any real-world culture), is another equally valid point that my analogy doesn't handle nearly as well, the sky at different times of day having quite a bit more in common with eachother than those two.

Ah, I see now. Thanks. I can see that point of view, but that does not change the fact that they are certainly comparable on at least one level. So, while I could agree that the Ninja argument would not hold as much water as the Warlord one, they are certainly both buckets of the same shape.
 

Ah, I see now. Thanks. I can see that point of view, but that does not change the fact that they are certainly comparable on at least one level. So, while I could agree that the Ninja argument would not hold as much water as the Warlord one, they are certainly both buckets of the same shape.
Oh, of course. Should a class be in the game or not, is the same question, for every class. The same logic reasonably applies across the board, and we see it a lot in these arguments.
 

That's just not the case in 5e. They get 2 extra feats (probably count as 4, since they are bigger), and less total options. They are much more locked into hitting things.
Hitting things is a ridiculously large tent. Samurai and warlords and knights all fit into that same tent. All professional warriors throughout history fit into that tent.
 

I hate this double standard in design in that you can design different magic using classes to show different types of magic users till the cows come home but when it comes to different martial concepts they must be shoehorned into fighter. Either Magic User as a class can cover Cleric, Warlock, Sorcerer and most over magic using classes in the past or martial can stand to be split up and allow individual class design.
I would be perfectly happy with representing Cleric and Warlock and Wizard as the three subclasses of Magic User, alongside the Barbarian and Ranger and Warlord as subclasses of Fighter. Spellcasters are over-differentiated, and they have been at least since 3E decided that the Druid was a completely different class from a Nature Cleric.
 

I am sorry but, from the outside, both of these arguments look exactly the same, practically to a word.

People who don't particularly care about (Ninja/Warlord) telling fans of (Ninja/Warlord) That it is all right there, just needs some mixing together. People who want (Ninja/warlord) Saying that it really cannot be done, and it doesn't matter if (Shadow monk is labeled "Ninja"/PDK is labeled "Warlord"), it does not at all meet what they want out of (Ninja/Warlord).

Well, right from the start we reach an important point.

I do care about the inclusion of a ninja class. Not called that, necessarily, and not limited to just the Japanese Ninja concept, but rather a combination of it, the Assassin's Creed/4e Executioner style rooftop assassin, and a more modern fantasy shadow magic assassin. I've been beating that horse to death and beyond since the playtest, in point of fact. And I will continue to do so until it happens, or I lose interest in DnD, or a third party makes a really good one for me to use that my group unanimously has no objection to. Same with the warlord.

So, sure, that part is the same. It's the rest of it that is entirely different, as I enumerated above.
[MENTION=15700]Sacrosanct[/MENTION] I agree with most of what you're saying, except for the idea that you can do 90% of what the warlord should do in 5e. to be more specific, I don't think that you're looking at it from the right angle. IMO, to count as existing in the game meaningfully, you have to be able to "warlord" most of the time. Without houserules, homebrew, multiclassing, or feats. Ie, without the stuff a player can't reasonably assure themselves access to.

The ninja, you can.

The warlord, and I'd argue summoner, shaman, artificer (and with it, alchemist and tinkerer/inventor/engineer), mystic, and probably at least 1 or 2 other concepts that have been classes before and aren't now, you just can't.

You can warlord some of the time, but not most of the time. Most of the time, you are just another fighter, paladin, or rogue. Bard is the worst case, in some ways, because even when you are "warlording", you are really just Barding with a coat of paint over it and everyone agreeing to not notice the chanting and chicharones (I play a lot of DnD Online, where the Bard's low level components are Pork Rinds) as you pretend not to cast spells.

The monk base class abilities lend themselves so well to the ninja, IMO, that when you spend ki to jump to the top of a building, you are being a ninja, as long as ya do it stealthily.

To the idea that the ninja needs class features to be better at things covered by skills...I simply disagree with the basic premise. If it's covered by skills, the only requirement is that the class that used to have the ability to do it outside the skill system should have access to the skill that covers it in this edition. That's it.

Rogues don't need a class feature that makes them better than anyone else at thievery or disabling traps. They just need to be good at skills, because that specifically is part of the concept of the class, and have the skills that govern stealing and disabling traps. Which they do.

I'm not sure why it matters that pontoon shoes don't work IRL? Please explain how that is relevant? You want it to be possible in the game, or not? Ninja's should have a background that gives proficiency in ninja tools. I literally cannot fathom how that is even arguable. If we got a ninja full class, sure, they should also get proficiency in those tools. There is no need for them to be better with them than a rogue who takes the ninja background.

(although that does raise a system wide question of why rogues are better at skills that another class should be really good at, conceptually, and why Expertise isn't more specific, but also part of pretty much every class/how skills work for everyone.)

But a Bard with the criminal background and expertise Theives Tools is just as good at busting locks and disabling traps as a rogue. The thief rogue is faster, and the arcane trickster can do it from afar, but class to class, they're the same level of awesome trapmonkey.

Imo, that is exactly as it should be.

The difference is not objective. Whether or not you see a difference is mostly a matter of perspective.

From my perspective, a warlord is and always has been a type of fighter who is good at coordinating the troops. In every edition prior to 4E, the concept would have been covered by making a fighter, and just acting out the inspirational and tactical aspects. This is because the fighter is a very broad class, which covers every type of warrior that doesn't have magic. You don't need a specific class for warlord, any more than you need a specific class for samurai, because they're all just warriors who don't have magic.

It is objective. The warlord objectively cannot mechanically model the concept most of the time in play, while the ninja can.

What you describe about the fighter is also exactly why i think it is a class that is actively detrimental to the quality of the game. It isn't a class concept, it's a broad category of class concepts, and even then, it's a useless one.

Also, as [MENTION=6801209]mellored[/MENTION] said, the fighter in 5e doesn't do all those things.

If they fighter had been built to be what you describe, most of the meat of the class would live in the subclasses, instead of the core class. But that isn't the case. A Battlemaster is 80% or more "fighter", and 20% or so whatever concept you manage to beat out of the subclass.

maybe 70% generic fighter, 10% what you can get out of feats, and 20% subclass concept. Still very much mostly "fighter".

If the Fighter was a bare chassis, with most of it's features being in the subclasses, the Battlemaster might actually cover a warlord. But a class concept isn't covered if you can't spend most of your time doing it's "things", so no, the warlord isn't covered in 5e.


And yeah, I stand by my anti-fighter statements. It's been a terrible class in nearly every edition of dnd, and the game would be better off without it.
 

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