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Evaluating the warlord-y Fighter
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<blockquote data-quote="Zalabim" data-source="post: 6524272" data-attributes="member: 73227"><p>It's much more than flavor based differences. Healing can be done before, during, and after the fight. It targets whoever needs HP. Temporary HP has to be done beforehand. It can be wasted, so it requires prediction who will need HP. Parrying to reduce damage has to be done in the middle of taking damage. It's combat healing. Damage reduction and temp hp increase the total amount of punishment a character can take before going down beyond their max HP. They're mechanically distinct. </p><p></p><p></p><p>Some players will use an optional rule like "Healing Kits required to use hit dice healing" is no argument for removing the option of actual healing from a class. The existence of optional and house rules has no bearing on what is allowed in the core rules, where HP are not meat. The inspiring Paladin and Bard have baked in healing features, while the wise Druid and Cleric have healing options. I'd expect an inspiring leader to be able to restore HP, and a canny tactician to be able to pick up some tricks to heal as well as hinder.</p><p></p><p></p><p>Targets can benefit from Healer and Inspiring Leader once per short rest. The barbarian can shrug off lethal blows, but it gets harder each time between resting. The Bard has Song of Rest. This clearly works fine in 5e. There's room for healing that is limited in ways other than daily spell slots.</p><p></p><p></p><p>Neither of those make it better, thematically or mechanically. The commander can give a pep talk before battle, during battle, or after battle and return fighting spirit to beaten warriors. Remember that a PC knocked out of the fight (0 HP) only may die. If not further harmed, they have equal chances of stabilizing and recovering on their own. Pep talks to the unconscious is common enough in the fiction inspiring D&D that I shouldn't need to prove it works in real life to allow a PC to do the same.</p><p></p><p>My case for the warlord is simply that it is an existing and clear archetype in the fiction and has plenty of mechanical room as a supportive combatant whose abilities aren't based on learning, preparing, and casting spells on a daily cooldown. Giving Commander's Strike and Rally to a fighter doesn't make them primarily a supportive combatant. It feels like a personally badass master of battles, certainly an inspiring figure, but not a cunning strategist. </p><p></p><p>I've been thinking of a turn by turn dice pool that can be used to spike attack rolls, damage rolls, saving throws, and ability checks to use as the primary ability. I'd call it Marshal Dice.</p></blockquote><p></p>
[QUOTE="Zalabim, post: 6524272, member: 73227"] It's much more than flavor based differences. Healing can be done before, during, and after the fight. It targets whoever needs HP. Temporary HP has to be done beforehand. It can be wasted, so it requires prediction who will need HP. Parrying to reduce damage has to be done in the middle of taking damage. It's combat healing. Damage reduction and temp hp increase the total amount of punishment a character can take before going down beyond their max HP. They're mechanically distinct. Some players will use an optional rule like "Healing Kits required to use hit dice healing" is no argument for removing the option of actual healing from a class. The existence of optional and house rules has no bearing on what is allowed in the core rules, where HP are not meat. The inspiring Paladin and Bard have baked in healing features, while the wise Druid and Cleric have healing options. I'd expect an inspiring leader to be able to restore HP, and a canny tactician to be able to pick up some tricks to heal as well as hinder. Targets can benefit from Healer and Inspiring Leader once per short rest. The barbarian can shrug off lethal blows, but it gets harder each time between resting. The Bard has Song of Rest. This clearly works fine in 5e. There's room for healing that is limited in ways other than daily spell slots. Neither of those make it better, thematically or mechanically. The commander can give a pep talk before battle, during battle, or after battle and return fighting spirit to beaten warriors. Remember that a PC knocked out of the fight (0 HP) only may die. If not further harmed, they have equal chances of stabilizing and recovering on their own. Pep talks to the unconscious is common enough in the fiction inspiring D&D that I shouldn't need to prove it works in real life to allow a PC to do the same. My case for the warlord is simply that it is an existing and clear archetype in the fiction and has plenty of mechanical room as a supportive combatant whose abilities aren't based on learning, preparing, and casting spells on a daily cooldown. Giving Commander's Strike and Rally to a fighter doesn't make them primarily a supportive combatant. It feels like a personally badass master of battles, certainly an inspiring figure, but not a cunning strategist. I've been thinking of a turn by turn dice pool that can be used to spike attack rolls, damage rolls, saving throws, and ability checks to use as the primary ability. I'd call it Marshal Dice. [/QUOTE]
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