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A WOTC 5e Warlord That Would Be Acceptable To Skeptics
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<blockquote data-quote="I'm A Banana" data-source="post: 6710475" data-attributes="member: 2067"><p>Good point! Though I don't think this diminishes their non-combat abilities (it's a little odd to say that creating potions of healing is a non-combat boon anyway), and the point remains about the wildly varying possible campaign applications for this - using Alchemists' supplies might get you some Alchemist's Fire, if the DM is on board and you have time, sure. As a smith you can make weapons and armor, sure. It's still a fluffy ability with wildly varying practical applications. </p><p></p><p></p><p></p><p></p><p>Spellcasting isn't generally offered as a noncombat ribbons. The points of comparison are things like the Paladin's Divine Sense or the Totem Barbarian's two rituals, or a dragon sorcerer's ability to read and write Draconic, or the Wild Surge table, all of which have the same kind of design space: not universally useful, but nice to have when they're put to use. Sword-calling and weapon-smithing are shades of that. </p><p></p><p>Actual spellcasting is more comparable to things with combat potential, since every <em>Comprehend Languages</em> you use is a <em>Magic Missile</em> you don't. You can sort of find some common ground with cantrips (there's no clear line for what a man-shaped glowing figure does for <em>Dancing Lights</em>, or what a monster's reaction to a particular <em>Minor Illusion</em> would be), but even then we're talking more about comparable weapon and armor proficiency.</p><p></p><p></p><p></p><p>Ah, to each their own! For me, the RP situation when you might have to go back to that town is hilarious and compelling enough for me to not have ANY problem with it. But again, features like these are wildly dependent on individual DM's as to how useful they are. That's part of what they're there for.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6710475, member: 2067"] Good point! Though I don't think this diminishes their non-combat abilities (it's a little odd to say that creating potions of healing is a non-combat boon anyway), and the point remains about the wildly varying possible campaign applications for this - using Alchemists' supplies might get you some Alchemist's Fire, if the DM is on board and you have time, sure. As a smith you can make weapons and armor, sure. It's still a fluffy ability with wildly varying practical applications. Spellcasting isn't generally offered as a noncombat ribbons. The points of comparison are things like the Paladin's Divine Sense or the Totem Barbarian's two rituals, or a dragon sorcerer's ability to read and write Draconic, or the Wild Surge table, all of which have the same kind of design space: not universally useful, but nice to have when they're put to use. Sword-calling and weapon-smithing are shades of that. Actual spellcasting is more comparable to things with combat potential, since every [I]Comprehend Languages[/I] you use is a [I]Magic Missile[/I] you don't. You can sort of find some common ground with cantrips (there's no clear line for what a man-shaped glowing figure does for [I]Dancing Lights[/I], or what a monster's reaction to a particular [I]Minor Illusion[/I] would be), but even then we're talking more about comparable weapon and armor proficiency. Ah, to each their own! For me, the RP situation when you might have to go back to that town is hilarious and compelling enough for me to not have ANY problem with it. But again, features like these are wildly dependent on individual DM's as to how useful they are. That's part of what they're there for. [/QUOTE]
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