Oh, and if Mearls had told me that I couldn't shout a hand back on, I'd have asked him if he thought it was possible to rest it back.
Kinda-sorta. What's important is that you (1) have a baseline established so you can create the ... everything else in the system ... around it. Then you can (2) show modular adjustments, with guidance on how it will change your game.Damage and HP and such is fairly easy to change, we should see the math tweaks in the next packet iirc from the podcast, and we have seen several healing mechanics in the packets from day one, some of them are clearly intended to be optional/part of a rule module.
I'm glad that you think it's sufficient to make it a Fighter; it's good to see that some folks are liking the direction.Looking at the current fighter I don't see how you can fit a paladin into it without reverting to a bastardized classless system, I'm guessing that if there weren't fighter menuveres than we would have seen the warlord as a dedicated class but considering the fact that mechanicly the warlord is just a fighter with a distinct set of menuveres I don't see why it should get a superset class... IMHO.
Warder
P.s I played a warlord for two years and I can clearly picture how I can build him back in DnDNext.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.