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Are we overthinking the warlord?
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<blockquote data-quote="Tony Vargas" data-source="post: 7369427" data-attributes="member: 996"><p>You can, in 1d4+1 hrs, go from being seconds away from death, after taking the most grievous wound the game can model with just hp loss, all the way back to full hps, without magic, nor even first aid of the crudest sort. (ie: if you're left 'dying' from your wound by a single attack that was 1hp shy of instantly killing you, you can stabilize by succeeding on 3 death after already failing two. 1d4 hours later, you wake up, and can take a short rest (AFAICT, those 1d4 hrs of unconsciousness do not count as resting), at the end of which you spend your HD, and, assuming you roll reasonably well, get back up to full hps.) </p><p>A low level fighter can, with a lucky roll, go from 1hp to fully healed in an instant with Second Wind. </p><p>It doesn't get more core than HD & 1st level fighters. </p><p>Heck, they're both in the basic pdf.</p><p></p><p> Attack-granting, hp-restoring, buffing... the warlord should be able to do all of them. The sub-class and player choice and even preparing for the coming battle when such is telegraphed, should all figure into exactly which of those things a given warlord brings in a given situation, but the full range of what it could do in 4e, stuffed, as it was, in the restrictive leader box, should be a bare minimum of what it should start with in less-restrictive 5e. There's possibilities that the warlord's concept implied - manipulating enemies, in particular - that was off limits in 4e because it would have stepped on the controller role.</p><p></p><p>...</p><p></p><p>I think the whole "what's the defining feature" thing is a bit wrong-headed to begin with, especially if the only motive behind the question is to seize on any answer as an excuse to take away everything else.</p><p></p><p>"What's the defining thing about wizards?" "Uh, IDK, sleep, magic missile, fireball, I guess are the first spells that scream 'wizard' at me." "Cool, the new wizard gets magic missile at 1st level, sleep at 8th, and fireball as his level 20 capstone. Enjoy your complete, perfectly-realized new wizard class!" "Oh, now, waitaminit, I'm a wizard fan, too, and I don't think offense defines the wizard, what about defense like Shield or utilities like Make Whole, Tiny Hut, or Teleport, I mean, teleportation is a classic wizard schtick across genres..." "Bah! You wizard fans can't even agree on what you want, there's no point even providing a class for you fractious ingrates!"</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7369427, member: 996"] You can, in 1d4+1 hrs, go from being seconds away from death, after taking the most grievous wound the game can model with just hp loss, all the way back to full hps, without magic, nor even first aid of the crudest sort. (ie: if you're left 'dying' from your wound by a single attack that was 1hp shy of instantly killing you, you can stabilize by succeeding on 3 death after already failing two. 1d4 hours later, you wake up, and can take a short rest (AFAICT, those 1d4 hrs of unconsciousness do not count as resting), at the end of which you spend your HD, and, assuming you roll reasonably well, get back up to full hps.) A low level fighter can, with a lucky roll, go from 1hp to fully healed in an instant with Second Wind. It doesn't get more core than HD & 1st level fighters. Heck, they're both in the basic pdf. Attack-granting, hp-restoring, buffing... the warlord should be able to do all of them. The sub-class and player choice and even preparing for the coming battle when such is telegraphed, should all figure into exactly which of those things a given warlord brings in a given situation, but the full range of what it could do in 4e, stuffed, as it was, in the restrictive leader box, should be a bare minimum of what it should start with in less-restrictive 5e. There's possibilities that the warlord's concept implied - manipulating enemies, in particular - that was off limits in 4e because it would have stepped on the controller role. ... I think the whole "what's the defining feature" thing is a bit wrong-headed to begin with, especially if the only motive behind the question is to seize on any answer as an excuse to take away everything else. "What's the defining thing about wizards?" "Uh, IDK, sleep, magic missile, fireball, I guess are the first spells that scream 'wizard' at me." "Cool, the new wizard gets magic missile at 1st level, sleep at 8th, and fireball as his level 20 capstone. Enjoy your complete, perfectly-realized new wizard class!" "Oh, now, waitaminit, I'm a wizard fan, too, and I don't think offense defines the wizard, what about defense like Shield or utilities like Make Whole, Tiny Hut, or Teleport, I mean, teleportation is a classic wizard schtick across genres..." "Bah! You wizard fans can't even agree on what you want, there's no point even providing a class for you fractious ingrates!" [/QUOTE]
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