now that we have the Avatar Psionicist, we now have a true, 4e style, leader in 5e.
The Ardent doesn't seem a fantastic support sub-class, but it was unquestionably a 'Leader' in 4e, so I suppose it could be another model for leader-conversion along with the Cleric & Bard. Actually: aside from also being 4e-style Controllers, among other things, how are the Cleric & Bard, at minimum, not 4e-style 'Leaders?'
I understand feeling like there's a dearth of 4e-style Defenders in 5e - the classic feel that 5e core/'standard game' aspires to tends more toward the tough/high-DPR 'Tank' idiom.
I apologize if it seemed that I meant Warlord fans were inflexible. I just mean that the fans don't 100% agree on what it needs to turn out as. As I mentioned in other posts though, I agree with you that it is not a real block, just a reasonable concern someone might present if they had a real reason for not wanting the Warlord.
It's a design concern, certainly, but not an existential one, particularly, as classes with much greater identity disorders made it into the PH and/or are in development (and re-development, and re-re-development) right now. So it is not a reason to just give up and not produce a Warlord, at all, it's even a very poor rationalization.
On the ranger, that is kind of a nice example of what I am talking about. So many people were unhappy with the original that they have had to redo a ton of it. Unless some level of consensus or compromise is made on what goes into the Warlord class, the same thing will happen with him.
Honestly, that wouldn't be so bad. It can take an official attempt to get people invested enough to open up about what they want.
But, realistically, I don't think it's a meaningful danger. The risk of a Warlord upsetting Warlord fans is minimal on two levels. (1) We're just not the nerdrager type - by definition, you can't have become a fan of the Warlord if you aren't inclined to give official material a fair chance, and you certainly don't wait for years if you're prone to flying off the handle. (2) 5e gives designers a lot of space to work with. The new class need only be designed to be option-rich and customizable, and people will be able to get the Warlord out of it. There's no need for it to be simple to build or play, as the existing options already deliver on the demand for simplistic martial options, and, again, you can't have become a fan of the Warlord if you weren't up for digging into a comparatively more complex (compared to the Champion, anyway) class and building what you want out of it, since that's very much what it was in 4e.
As for your last part, Compromises made with the designers, because they don't want to transfer every individual power a fan might at some point want, and in return for actually getting the Warlord in the game?
In a very real sense, the Warlord not appearing in the PH1, was a tremendous compromise. So is waiting years for it to even enter development. In return for those compromises, the Warlord had better be 'worth the wait.'
I understand that no one* wants the warlord pulled over whole-cloth, but just hitting on the wants in this thread will take a little work, though no more than they put into the mystic.
Psionics had real controversy and disagreement amongst those who wanted them. The biggest, most obvious point: to some fans of psionics, psionics are and must be magic to stand in a fantasy world, to others, psionics have no identity unless they are separate and distinct from magic. In some editions it was clearly magic, in others clearly not, and in 3.5 it was left up to the DM.
There's nothing like that standing in the way of the Warlord. The Warlord was a martial class, it wasn't magical/supernatural.
For every sweeping statement made on the internet, there is at least one person who feels the need to stand and be counted as a counter-example.
1) See my post above, I agree with pretty much all of this. I am just playing Devil's advocate for the purpose of deeper discussion.
We have enough Devils, already, but I suppose it's the thought that counts.
2) I just had a thought. What if the warlord had a sort of Ki
Ki is already taken by the Monk, of course, /and/ is explicitly magical in 5e, on top of it's usual issues.
(Inspiration points, trust, luck*, whatever you want to call it.)
Calling it any one of those things would constrain imagining the fiction for some.
As with hit points, there are a number of things that could go into such a resource pool. Inspiration, Morale, and Luck, as you say. Physical resources, perhaps, as well, or other forms of preparation. Intelligence (not the stat, but in the spy sense: information about the enemy). Deceptions. Plans, and contingency plans. Training & Drills. Intuition, tactical acumen.
Anything that gives an advantage (already has a jargon meaning in 5e, though)... an edge, the upper hand, um... Summon Thesaurus!
Advantage:
• asset
• choice
• convenience
• dominance
• edge
• favor
• gain
• improvement
• influence
• interest
• lead
• leverage
• position
• power
• preference
• profit
• protection
• recognition
• return
• superiority
• support
• upper hand
• wealth
• aid
• ascendancy
• assistance
• authority
• avail
• blessing
• boon
• break
• comfort
• eminence
• expediency
• good
• gratification
• help
• hold
• leeway
• luck
• mastery
• odds
• precedence
• prestige
• prevalence
• resources
• sanction
• ting
• supremacy
• utility
• leg-up
• pre-eminence
Any of those sound not-so-bad as a name for the resource pool?
as well as a scaling die like the Monk has, but for maneuvers instead? Give some free abilities, like spending your bonus action to let an ally make a single attack, in the main class. Bigger things, like giving a full attack action, costs 1-2 points, and adds your Maneuver Die to their (Attack/damage/AC/Saving throw).
D&D has tended to bundle together diverse factors. Dodging, blocking with a shield, depending on armor, all bundle together into AC. Myriad factors into hps. Who-knows-how-much Occult Gobbledygook into 3/day. Etc.
I've thought, a few times, in these discussions, that the Warlord should, in the spirit 5e's greater mechanics:fluff coupling, natural language, and mechanically-differentiated classes, maybe eschew that tendency just a bit. Thus, for instance, have some maneuvers that don't work on the same intelligent (like a dog is intelligent) enemy twice, because they're just tricks no one capable of learning would fall for again, and some so out there that even enemies who might have heard you've used them won't fall for it. Have other maneuvers that require the allies who benefit from them rest before they can be used again, because they draw on 'deep reserves' (aside: 'deep reserves' was nice for Second Wind, but really, heroes 'draw on deep reserves' or 'make heroic efforts' a lot, it'd be nice if there were a generic pool for that). Have others that require an ally be inspired (as in have inspiration availabe). Etc, etc, etc.
It'd be more flavorful.
But the design advantages of abstracting all those sorts of considerations and more into a resource pool are obvious.