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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Remathilis

Legend
I wonder which part causes so much of a problem is it Martial or Support or is it the combination of the two? Do people really have that much problem with a martial class that does more than reduce hit points and makes an occasional ability check?
This is a really good point.

So far, the Warlord subclasses we've gotten are "warrior with extra buffing power." What some people want is a "spell-less cleric". While I can argue a better version of the buffing warrior may exist, I can see no version of the spell-less cleric that can. There is no way to have a class match a cleric in a nonmagical way without bending the rules into contortions. You might bring able to justify something like bless or aid, but how do you match lesser restoration, revivify, sanctuary or silence? Those are all low level too, try to have a Warlord ability match legend lore, true seeing, or firestorm!

The only way you get a Warlord is to basically have him be more akin to ranger or paladin that cleric, a fighter who trades out DPS for tricks. You might have better luck trying to make a nonmagical paladin than a spell-less cleric.
 

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Corwin

Explorer
Oh, OK, I'll look:

IDK. I've had a lot of conversations with pemerton, and he's mostly a pretty reasonable gamer - he does get highfalutin at times, but he did throw in some conscious humility there, at points.
Yeah, I see the feigned humility, too. Funny how someone can claim not to lack confidence in how to do something, then turn right around and tell us all how that thing needs to be done. Not buying it.
 

Lanliss

Explorer
They're reasonable concerns only in the sense that any design of the warlord has to be balanced.

Given that we already have a class, in the game, that has the ability to grant additional attacks via a short rest recovery mechanic, I don't think it's impossible to conceive of a warlord that might do something similar without breaking action economy.

Beyond that, it's details and maths. If the warlock can be done, putting full casting onto a short rest cycle, then I don't think the warlord is beyond feasibility.

I agree. Of the three reasons I posted (note, those are just the ones off the top of my head. there are more, as I am sure some people would be willing to tell you), the one I think holds the most water is the last. Just in the past few pages of this thread, three different warlord fans have given three different ideas of what a warlord /should/ be. That means that anything that fits one of those will only placate, or possibly even anger, one of the other two. The question becomes A) Who do we please, or B)How do we please everyone? As I mentioned in my post slightly earlier, One will just disappoint people, and the other is hard.

As a result, one must assume one of two things. Either WoTC is going the easy way, and people will be unhappy (So it doesn't matter when they make a warlord, because 2/3 of the Warlord fans will say it isn't), or they take the hard path to please everyone/as many people as possible. That means they need a solid idea of a warlord, which is hard to do when none of the fans agree on it. I would personally consider that a very valid concern, which has nothing to do with balance concerns.
 

doctorbadwolf

Heretic of The Seventh Circle
There's a general issue whenever you have two distinct methods of representing the same in-game reality, such as druids and nature clerics, or warlords and battlemasters, which is that the outcome of what they do within the world depends more on the meta-game choice of which method you choose to represent the character rather than anything inherent to the character itself. If druid is its own class, then nature clerics shouldn't exist, because they cover the same concept space.

That is a thing *you* don't like, not an inherent problem.

Also, no, they don't cover the same space. They overlap. Which is good.
 


cbwjm

Seb-wejem
Circling back around to something that may have been missed in the ongoing avalanche of posts: cbwjm replied to a post by Manbearcat by saying:

Then Tony Vargas replied with this comment:

. . . and in response to that, cbwjm asked:


I don't want to post an actual link to the "forge" subdirectory of indie-rpgs (dot com) (yes, it's spelled with a hyphen in the URL), but I'll offer this little bit of explanation: The Forge, as used there, at least partly refers to GNS theory, which posits that there are three different gaming styles: Gamist, Narrativist, and Simulationist. They go into a lot of detailed theorycrafting. It might be interesting to those who are interested in that kind of thing. :)
Thanks for posting this, I'll check it out. I had no idea what it was so couldn't really google it since I didn't know what I was looking for.
 

Lanliss

Explorer
It's an inherent problem to anyone who cares about the integrity of the model. It's right up there alongside out-of-character player-agency for concepts that are antithetical to role-playing.

I don't even understand what that means. FWIW though, I agree that Nature cleric and Druid are a bit too similar, though that might have more to do with my dislike for divine flavor. Druid feels like a good solid concept, but Nature Cleric, like all the other clerics IMO, feels very flat. I would have preferred if there were far more abilities tied to Domains, rather than only 3-4. As a matter of fact, I like that idea. I am adding that as a design goal at some point, so the Cleric will only have 3-4 abilities in the base class, and the rest will be domain inspired.
 

cbwjm

Seb-wejem
I don't even understand what that means. FWIW though, I agree that Nature cleric and Druid are a bit too similar, though that might have more to do with my dislike for divine flavor. Druid feels like a good solid concept, but Nature Cleric, like all the other clerics IMO, feels very flat. I would have preferred if there were far more abilities tied to Domains, rather than only 3-4. As a matter of fact, I like that idea. I am adding that as a design goal at some point, so the Cleric will only have 3-4 abilities in the base class, and the rest will be domain inspired.

This would certainly make for more interesting subclasses. If the class is a basic skeleton, then the subclass can add in quite a lot of flavour.

Taking Arcane spellcaster as an example (I say arcane spellcaster because I've often thought that wizard and sorcerer could be the same "Class" but each method a different subclass or level 1 option).

You could have the basics such as hit dice, skills, full casting, etc as the base class and then subclass abilities at 1, 2, 6, 10, 14, 18, 20 to customise it. For the arcane caster the subclasses might branch off at level one into inborn power (sorcerer) or studied power (wizard) determining how you learn/know spells and which spellcasting ability you use. Also at level one you could choose a subclass and gain your draconic heritage abilities (AC, hp bonus) or your arcane tradition abilities (whatever wizard gets at level 2). This would also allow you to be a sorcerer specialised in invocation or necromancery or a wizard who studies wild magic.
 

doctorbadwolf

Heretic of The Seventh Circle
It's an inherent problem to anyone who cares about the integrity of the model. It's right up there alongside out-of-character player-agency for concepts that are antithetical to role-playing.

Lol just stop now, man. I can't handle the hyperbole.

"antithetical to roleplaying"!

You're joking, right?

Seriously, though, nope. Having multiple ways to mechanically model a given concept isn't a threat to "the model", nor is it "antithetical to role-playing". I'm sorry, I know I'm being dismissive, but...it just genuinely seems entirely preposterous and egregiously hyperbolic, to me.
 

Tony Vargas

Legend
Yeah, I see the feigned humility, too. Funny how someone can claim not to lack confidence in how to do something, then turn right around and tell us all how that thing needs to be done. Not buying it.
I see nothing unreasonable in approaching a difficult problem with both confidence in the ability to understand the problem, and acknowledgement of one's own limitations when it comes to actually solving it. There's no contradiction there.

I don't even understand what that means.
"cares about the integrity of the model" roughly means "treat the rules as the laws of phsysics for the imagined world, and assume the inhabitants of that world understand those laws & make decisions accordingly."

FWIW though, I agree that Nature cleric and Druid are a bit too similar, though that might have more to do with my dislike for divine flavor. Druid feels like a good solid concept, but Nature Cleric, like all the other clerics IMO, feels very flat. I would have preferred if there were far more abilities tied to Domains, rather than only 3-4. As a matter of fact, I like that idea. I am adding that as a design goal at some point, so the Cleric will only have 3-4 abilities in the base class, and the rest will be domain inspired.
I did like the 2e 'Sphere' model, it made each priesthood more distinctive. Domains are not quite so versatile or interesting - but they are simpler and more focused.

"antithetical to roleplaying"!
He's always seemed very serious about believing himself the final arbiter of what is and is not really roleplaying.

There is no way to have a class match a cleric in a nonmagical way without bending the rules into contortions.
Obviously, there was a way, since 4e did it, and it had very consistent rules, not in the least contorted. I think the important thing though, isn't whether they could do that again - they're professional game designers, some were even on the team that did it last time, give them a tiny bit of credit - but how they could do it /better/.

You might bring able to justify something like bless or aid, but how do you match lesser restoration, revivify
Inspiration, same as non-magical healing.
sanctuary
defensive tactics, the warlord's maneuvers allow allies to sheild an ally and distract enemies so the subject escapes unscathed
or silence?
To disrupt casters? Perfectly timed missile fire. To prevent detection? Extraordinary preparation and execution of a diversion.
legend lore
Actually knowing the lore of the legend in question.
true seeing
extraordinary intuition/deduction
firestorm!
It's hardly a support spell, anyway, is it? And blasting away with elements is no more Warlord-appropriate than grinding away with high DPR.


The only way you get a Warlord is to basically have him be more akin to ranger or paladin that cleric, a fighter who trades out DPS for tricks. You might have better luck trying to make a nonmagical paladin than a spell-less cleric.
Again, this is a baseless assertion trivially disprove by the past success of the Warlord.

5e is not strictly inferior to 4e, just because 4e did it, doesn't mean 5e can't.


I agree. Of the three reasons I posted (note, those are just the ones off the top of my head. there are more, as I am sure some people would be willing to tell you), the one I think holds the most water is the last. Just in the past few pages of this thread, three different warlord fans have given three different ideas of what a warlord /should/ be. That means that anything that fits one of those will only placate, or possibly even anger, one of the other two. The question becomes A) Who do we please, or B)How do we please everyone? As I mentioned in my post slightly earlier, One will just disappoint people, and the other is hard.
I think you're overestimating how inflexible warlord fans are. We want the option to play the class we liked in 4e. That class exists as an easy reference. What's more, it exists in only one iteration, so it is much easier to identify than any of the classes already designed for 4e.

Compare the state of the Warlord & it's fandom to that of psionics. Psionics has existed in 4 radically different forms: as a non-class random non-magical but superntural special ability steeped in Freudian and sci-fi terminology, as a single, wildly overpowered class using similar powers, to a number of classes using psionic powers that might, at the DM's option be magic or 'not magic,' to 4 classes, two similar, one somewhat different, one classic but never-before-psionic all explicitly using 'psionics' distinct from arcane, divine, or primal magic.

Yet, WotC hasn't shied away from putting psionics into the pipeline.

The Warlord has existed in one past edition, in one form. At least some of it's fans want it to grow beyond that.

No, that's really not much of a stumbling block.

And, I mean, seriously, what about the Ranger? The Ranger has that 'problem' worse than any class, it's the poster boy for no one really knows, let alone agrees, what it's really supposed to be.
Yet they tried to pull it together for the PH1, and are still trying out sub-classes, trying to come up with a few that stick.


As to how to please people with a variety of different visions of the same class? Sub-classes. Alternate class features. Options.

they need a solid idea of a warlord, which is hard to do when none of the fans agree on it. I would personally consider that a very valid concern, which has nothing to do with balance concerns.
OK, this is nonsense. The Warlord is right there, in the 4e PH4. Fans differ on what they consider most important, and on what they might live without when pressed to 'make compromises' (why? with whom? in return for what?). Everything the Warlord was in 4e could be done in 5e.

5e is not some hobbled, strictly inferior version of D&D, it can do any class that 4e did, and probably do it better.
 
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