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<blockquote data-quote="Tony Vargas" data-source="post: 7888967" data-attributes="member: 996"><p>One thing to keep in mind about a class 'chassis' or 'template' is that 5e doesn't just give all classes spells, it also uses a spell-slot to DPR formula to balance even those few sub-classes who do not cast spells nor use magic, at all. </p><p></p><p>That was exactly the approach Mike Mearls took when creating a fairly narrow take on the Tactical Warlord build as a 'warlord' fighter sub-class - he was just using a template with far too much hardwired DPR and far too little versatility & flexibility.</p><p></p><p>So, to use, say, the Cleric (which has the right armor, HD, and sub-class-only access to Extra attack for the Warlord, and the needed resources & versatility to provide support, by itself, to a whole party) as a template doesn't mean casting spells, nor re-skinning spells, rather, it means a resource model in which maneuvers and perhaps some dice mechanic less focused on damage than CS dice, could be structured and balanced.</p><p></p><p>...</p><p></p><p></p><p>To really get the maximum benefit from the class, the Warlord should be able to fill the support needs of a full-sized party without other primary or secondary support characters, shortened adventuring days, or other adjustments. That would both let players interested in that style of play but not wanting to play a magic-using concept finally get that option back, but would, with the additional non-supernatural sub-classes that have also seen the light of UA, at least, open up the possibility of running low-/no- magic campaigns and setting without radically re-balancing the game.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7888967, member: 996"] One thing to keep in mind about a class 'chassis' or 'template' is that 5e doesn't just give all classes spells, it also uses a spell-slot to DPR formula to balance even those few sub-classes who do not cast spells nor use magic, at all. That was exactly the approach Mike Mearls took when creating a fairly narrow take on the Tactical Warlord build as a 'warlord' fighter sub-class - he was just using a template with far too much hardwired DPR and far too little versatility & flexibility. So, to use, say, the Cleric (which has the right armor, HD, and sub-class-only access to Extra attack for the Warlord, and the needed resources & versatility to provide support, by itself, to a whole party) as a template doesn't mean casting spells, nor re-skinning spells, rather, it means a resource model in which maneuvers and perhaps some dice mechanic less focused on damage than CS dice, could be structured and balanced. ... To really get the maximum benefit from the class, the Warlord should be able to fill the support needs of a full-sized party without other primary or secondary support characters, shortened adventuring days, or other adjustments. That would both let players interested in that style of play but not wanting to play a magic-using concept finally get that option back, but would, with the additional non-supernatural sub-classes that have also seen the light of UA, at least, open up the possibility of running low-/no- magic campaigns and setting without radically re-balancing the game. [/QUOTE]
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