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That's not entirely true, and I've already spent a LOT of words on how this difference divides, but it hinges on the fact that rangers, paladins, and barbarians define themselves by things other than fighting, while a Warlord does not.
You can throw a lot more words at it if you want, but when it comes down to it, I think the distinction you're drawing is shallow and based on re-defining terms in a way that suits your argument. When it comes down to it, Barbarians and Paladins are every bit as "all about combat" as a Warlord is. And insofar as both a Fighter and a Warlord are "about combat," they do so in very different ways - much as barbs, paladins, and rangers do.

-O
 

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For the record, it's my understanding that paladin hasn't always been a class in the strictest sense of the word; I'm lead to believe that it at one time was something more akin to a prestige class.
Not precisely. It was in Supplement I, so it goes back a ways!

In BECMI/RC D&D, it's basically a prestige class, though, that a Fighter can pick on attaining 9th level.

-O
 


Okay, but so far, no one has been very effective at explaining to me why this is, other than "I like it that way."
Likewise, you haven't really explained anything to me about your point of view that resonates any more than "this is the way they're doing it, and I agree with them."

"Fighters can't do what warlords can do!" is just a circular argument, which is why my reply was "Sure they could." It's like saying "rogues can't do what assassins can do!" Anyone could do what warlords can do. Rogues could do what warlords can do. Wizards could do what warlords can do. Ninjas could do what warlords can do. Goblins could do what warlords can do.
First of all, I'm not arguing with you. I already stated that I'm not trying to win you (or anyone else) over. I just don't care that much what individuals who aren't designing the game actually think.

Second, that's not the direction that I'm coming from. My position is more like "Warlords shouldn't necessarily be able to do what Fighters do" because I don't think they're in the same class, nor do I think that they share a whole lot of design space overlap. I think that there are some things that both those classes do and should do that neither should be able to replicate without multiclassing, for the same reasons that I don't want Wizards or other spellcasters to be able to poach a Warlord's abilities.

Further, a Fighter in Next gets bonuses to Str, Con, or Dex, none of which really help a Warlord-ish build much; if they could take a bonus to Int or Cha, then maybe that would be a step toward embracing the idea, but even if they did, I would still prefer they get their own class. That seems to me like asking the Fighter chassis to do too much; it's just not focused enough at that point.

The relevant question in my mind is, "What should do what warlords can do?" Given that they walk the same path and use the same tools as a fighter (Combat), I don't see a solid reason why it shouldn't be a fighter.
Fine. I disagree.

I mean, I don't see two threads a week from 3e fans decrying how the game is losing something deeply essential because the Sorcerer might be rolled into the magic-using class as a tradition, or from 1e fans about how the Assassin and the Rogue are nothing alike. What do we think we're losing when we can't call our character who can enable and magnify ally actions, who wears chainmail and wields a bow or a spear, who even gives HP back by inspiring allies, and who favors Int and Cha a "Warlord" on the character sheet and be in line with the RAW, but must instead call it a "Fighter"?
It's not about what you call it. It's more about the fact that, as I pointed out, the Fighter does not actually favor Int or Cha at all, and is thus a subpar option right out the gate.

Because I don't think we're talking about completely getting rid of anything that a warlord in 4e can do from the game (though some things, like inspirational healing, make better modules than core rules). We're just talking about maybe not making it a distinct character class.
This is an entirely different ball of wax, but is also one which I don't agree with. A Warlord's abilities would be better represented by things that have the potency of spells, and if they're rolled into a Fighter chassis, Mr.-At-will-because-verisimilitude, they by definition can't do what I expect a Warlord to be able to do.

I don't think we're going to see eye to eye on this, and I don't particularly care about that. What I do care about is whether or not my interests are being carried forward into the next edition of the game. So far, I am not seeing a lot of that happening, which is also fine. It also means I don't care about the next edition of the game.
 

That isn't true at all. The PC build resources were there to build a duelist/swashbuckler guy off the Fighter chassis in AD&D 2e with the Combat and Tactics Book. They had a 1-handed fighting style weapon proficiency, they had Tumbling and increased Reactions, and they had NWPs that rounded you out to the end of flamboyant swashbuckler/duelist. They also had the 2-weapon style for rapier and main gauche if you wanted to go that route. You could easily build one. The same thing clearly applies with 3.x and the various expertise/dodge/mobility/spring attack/weapon finesse etc.

You could build one in both of those editions and they were fully supported through the Fighter. However, just like in 5e, they weren't as mechanically potent as the other available builds. Next is accommodating nothing new here.

By the way, in 3.x there was a swashbuckler class in one of the "complete" books, if I'm not mistaken, and I believe a prestige class that also allowed a "duelist" build. I can't recall where I remember seeing the duelist. And Monte Cook's Arcana Unearthed introduced the Unfettered, which was by far a much more robust "duelist" class than all the ones above.

I agree it isn't the same. Its a generic chassis that lets you build all manner of primarily Martial "Fighting guys" off of them with extra source stuff through other PC build resources. If you're ok with diluting one classes thematic potency and reducing the potency/breadth of his tactically deployable resources, then there is no reason to not treat all "Fighting guys" the same, assuming that you can "functionally" recreate them. What is good for the goose is good for the gander.

I think that the difference is that a warlord doesn't need to be "fighting guy", he can and should be "thinking guy". I was watching season 2 of Game of Thrones just last night, and Tyrion Lannister in the battle of Blackwater Bay is a perfect example of a warlord. Jamie Lannister is the most fearsome sword in Westeros (fighter, knight), but the imp? He's nothing in the "fighting" sense, but he's got a sharp mind, and he was able to "lead" the attack because of his wits, not because of his battle prowess.

The current "issue" with cramming the warlord into the fighter is that everything mechanical for the warlord is not necessarily cued up from the same abilities as the fighter. Fighter STR, DEX, CON whereas the Warlord is INT, CHA, WIS. When a warlord needs to negotiate he's not using STR, he's using CHA. And a warlord should be that negotiator. Since when do negotiation duties of any kind fall on the fighter in D&D? In addition, if you look at the most basic level the fighter's schtick as an "at-will" in DDN is attack with weapon, the warlord's however is not. Most of the things he does "at-will" are keyed to moving his allies into position for attack, and granting them attacks. Mechanically the fighter is currently inadequate for that aspect. From the skills side (ability checks) I only have to mention again what I already did (CHA).

And if you're going to cram those capabilities on other mechanical constructs (background, specialties, and feats) then you are diluting the warlord by "feat tax" mechanics. If you play a wizard you get your abilities right from your class, and get to customize him/her with these other things (background, specialties, spells, and feats). If you want to play an effective warlord you're going to have to pick fighter, then pick the warlord class feature, then add the "inspirational commander" specialty, and the "diplomat" background. Every other class gets to customize starting from an effective base class that fits the player concept. For warlord you have to customize to even get to an effective base class.

Don't get me wrong. I'm not saying that you can't hack an existing class to get to the warlord. We have not seen, in the public playtest, any class that has enough design space to hack the warlord from. How much hacking do you have to do before you have essentially built a new class?
 
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Wow. Just coming into the discussion, I've read the entire thread, and... wow.

Firstly, I think there should be a Warlord class. I can take or leave the healing aspect. A Warlord, both story-wise and mechanic-wise, is as much a "tactical fighter" as the Paladin is a "religious/divine fighter."

Why can't Next have it both ways? I can easily see "tactically minded" maneuvers for the fighter that maybe grant temporary hit point, or bonuses to saves, or extra attacks.

I also want to see the Warlord class with story and mechanics to make it it's own. Perhaps an "aura" is that mechanic, maybe something else.

In Next, I want the freedom to build a Cleric with the Defender specialty and call it a Paladin. Or a Fighter with the Healer specialty and call it a Paladin. And I want a Paladin with unique features and call it a Paladin.

And the same for a Warlord. I see the story and mechanics behind it to be different from the straight fighter.
 

I was watching season 2 of Game of Thrones just last night, and Tyrion Lannister in the battle of Blackwater Bay is a perfect example of a warlord.

That is quite funny because I was thinking of him when I wrote that post above. More precisely, I was thinking of that exact episode (2nd to last in season 2) and I had the same reaction as you; Tyrion is a Warlord. I'm pretty sure its not controversial to say that Tyrion the Warlord was not built off of a Fighter chassis.
 

Not precisely. It was in Supplement I, so it goes back a ways!

In BECMI/RC D&D, it's basically a prestige class, though, that a Fighter can pick on attaining 9th level.

-O

Thanks for the clarification.

The only reason I brought it up was because I've seen some people argue that the reason the paladin should be a class is because it always has been, and the reason why the warlord isn't worthy of a class is because it has not always been.
 

That is quite funny because I was thinking of him when I wrote that post above. More precisely, I was thinking of that exact episode (2nd to last in season 2) and I had the same reaction as you; Tyrion is a Warlord. I'm pretty sure its not controversial to say that Tyrion the Warlord was not built off of a Fighter chassis.

Great minds and all… ;)
 

I feel like this is actually a misunderstanding of what I think WotC is intending "class" to mean in NEXT (which isn't the same as what it meant in 4e, and not even quite the same as what it meant in 3e), because I don't think it's about legacy (or else why chop Assassins, Illusionists, and potentially Sorcerers and Warlocks as unique classes?), and I don't think it's about an inclusive or exclusive angle, either -- it's not about trying to reduce the number of classes or increase the number of classes.

It is about defining what your character is about.

So, you can't make classes very generic -- not everyone who hits things is going to be a Fighter, because then the word doesn't effectively speak to how your character acts. It becomes more of an organizational thing. Which is fine, but not the most effective at defining your character: your "fighter" could be about anything!

You also can't make classes very specific -- hitting things with bows and hitting things with light weapons and hitting things with two-handed weapons don't need to all be different classes, because then it becomes too limiting. My paladin can't use a bow well because that's not what paladins do, that's what rangers do. My fighter can't sneak very well because that's not what fighters do, that's what rogues do. That is also fine, but it isn't the most effective at defining what your character is about: your definition is narrow and exclusionary and sometimes distinctly arbitrary.

Fighters, as WotC has conceived of them in NEXT, are about combat. They think about swords, they eat off of shields, they breathe clouds of arrows, they mull tactical approaches over in their dreams, they know an encyclopedia of flourishes and feints, they aren't afraid to get hit, they know where to plant their feet, and they view getting pointy things thrust at them as a lifestyle choice that they are comfortable with.

Barbarians, monks, paladins, rangers, even rogues -- these guys are not about combat. They might be fine for fighting, but that's not what they eat and breathe and live and absorb into their very being. War is not their be-all and end-all. They do not have intimate familiarity with the history and technology of killin' things. They are not defined by combat, they are not entrenched in the way of the warrior. They've got other paths to follow.

In fact, that might be a useful metaphor: a path. A way. A trail. That's your class -- a journey to a destination. Or, perhaps, a set of tools -- your class is a thing you use to accomplish your adventuring tasks.

In that view, the warlord and the fighter go by the same path, side by side. They both use the same tool -- combat. They travel next to each other. They are both about fighting. They define themselves by attacks, defenses, strategems, tactics, gambits, damage, and protection.

To separate out "I am about combat as it involves aiding and abetting my allies" and "I am about combat as it involves doing things other than that!" is a distinction that leans to the narrow and arbitrary.

That's different than separating out "I am about combat!" and "I am about self-perfecting enlightenment!", or "I am about combat" and "I am about the dangerous loss of control and freedom unfettered by society!", or "I am about combat!" and "I am about metaphysical justice and retribution!", or "I am about combat!" and "I am about an intimate knowledge of the wilderness and its inhabitants, the liminal space between the world and your village."

Look at the other candidates to roll into other classes: Assassins, Sorcerers, Warlocks, Illusionists...they're all very close to the same paths that other classes walk (rogues and wizards). If you're designing a game that treats the concept of a class as a way to help define what path your character walks, those are all paths that are pretty much the same.

I also think it's key to point out that not all classes are or should be created with the same flexibility in mind. The Core Four probably need to be very flexible. The optional classes less so.

I'm beginning to wonder whether you believe this or if you're having a bit of fun with us. I'm intrigued by your notion of 'classes as paths', but I'm not convinced of your conclusions, or those of the designers for that matter. The Warlord and the Fighter are undeniably martial in nature, but all weapon-wielding classes walk that path. Whatever else is unique about them is really the realm of specialties and background story, unless the way they approach fighting is so radically different it deserves its own class. I could go either way, honestly, but I need a cue from the overall design which I haven't seen yet. It's a little of both right now, some classes broad and others terribly specific, and unlike you I don't believe there should be both. In fact, I believe it weakens the overall class system to have it two ways. Either give me broad core classes with more lateral mechanics and elaborate specialties, or give me many classes.

Right now classes are muddled, and if we're going to see our way through I think we have to look beyond what a class is best at, because that is not necessarily what they're all about. From the designers' own lips came the notion of the three pillars, and while combat is the arena the Fighter is best at, he shares that martial overlap with every other weapon-wielding class. He is not just about the combat, or maybe I should say he's not supposed to be. So what is left, then? Where does the Fighter go socially and as an explorer? Go with me here a minute, this has a lot to do with the Warlord issue...

Now in a simplified game with the 4 core classes like I mentioned above, the answer becomes clear rather quickly. A Fighter is defined firstly by his martial prowess (which I think you're referring to with the idea he's about combat) but that leaves him one-dimensional without something to further characterize him, more elaborate specialties and feats which enable him to become a Barbarian, Gladiator, Ranger, Monk, Paladin, Duelist, Pirate, and yes even Warlord. That's where he finds his social and exploratory purpose and it works in a 4-class game supporting lateral building (which I think you alluded to above in your talk on balancing between too general and too specific).

Unfortunately, this is not the direction I see 5e going, and the haphazard design which allows some classes to be as specific as 'woodland fighters specializing in bows and duel-wielding' and 'angry fighters who come from primitive lands' but doesn't give the same design space, that is room to expand through its own specialties such as 'lost heir', 'military commander', 'mastermind', and the literal 'warlord', to the 'tactical fighters who support their allies through planning, gusto, and savvy' is where I take issue. It's not that I'm necessarily against folding the Warlord into the Fighter if that is the direction the entire class system were going, but it isn't. The design space being given to classes like the Monk but not the Warlord is, in my eyes, a clear and obvious marginalizing of one of the cousin classes- and I suspect I know why they're doing it, because it betrays the weakness of their current back-and-forth design between broad and specific classes.

In the current incarnation of the game, the Fighter, despite its dice and maneuvers, is still conceptually too narrow. When you take away everything the Barbarian, Ranger, Paladin, Monk, Rogue, Assassin, and Warlord have, there aren't that many places left to go. Sure, the Sword'n'Sorcery fighting man, the soldier, a few others, but it's my suspicion the design team, already several iterations ahead of us in playtest packets, has already fully absorbed the Warlord into the Fighter hoping to provide it more core depth. See you can't rely on specialties to define the high-level growth of any character alone, not without increased mechanics supporting them in a very Paragon Path or Prestige Class sort of way, though the way Mearls was touting story-over-mechanics the other day makes me think they tried.

I figure this podcast is just easing us into this news, and it really isn't easy to swallow, because while they're initially suggesting the Warlord aspects within the Fighter are optional, they're actually something quite essential to creating a rounded class which accesses those nostalgic keynotes which really more fit the Warlord such as followers, strongholds, and mass combat. However, cannibalizing the Warlord is going to kill a lot of what the Warlord was, and with it the martial leader, because taking everything from the Warlord would give rise to a Fighter class that is the best at combat and can heal in some capacity or another. That is part of what the Warlord does, after all, though this opens the other can of worms over what is healing in 5e and what would be look like on the Warlord.

Heh, idk, maybe I'm crazy with all the speculation, but I do know they have to make a choice for the best design possible. Four, broad core classes or a wide open buffet of classes. Either way, I honestly believe the Barbarian, Ranger, Paladin, Monk, and Warlord either must ALL be absorbed into the Fighter, OR the Warlord must be allowed to be its own class. If you like, I'll detail how different the Warlord and Fighter approach is tomorrow.
 

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