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Evaluating the warlord-y Fighter
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<blockquote data-quote="Jester David" data-source="post: 6524275" data-attributes="member: 37579"><p>Distinct but comparable, which was my point. They're not symmetrical or identical, but they don't *need* to be. </p><p>Healing has its disadvantages to. You can easily overheal someone, wasting healing. And if someone goes down they lose their turn and all the damage they would have done while the healer is getting to them. </p><p></p><p> </p><p>Sure it is. Options added to the game should not make modularity harder, not when it can be avoided. That's the <em>whole point</em> of designing a modular and customizable game. </p><p></p><p> </p><p><em>You </em>believe hp are not meat. Others would disagree. And that is the problem. The rules should NOT pick sides in that debate.</p><p></p><p> </p><p>I don't see why this is relevant. Magic users have long been able to restore hit points. By that logic the wizard should also get <em>cure wounds</em> because the artificer was a leader in 4e and that's now a subclass. </p><p></p><p> </p><p>Examples please. </p><p></p><p> </p><p>I agree. But I don't think healing is necessary to the archetype. Not when we have so many other classes that heal already that can be multiclassed into, or feats that can allow healing spells or abilities, or between combat healing via short rests. I'd rather the warlord do anything else. </p><p></p><p>Most of the desire for healing warlords seems to come entirely from the desire to recreate the mechanics of 4e and not the commander/general archetypes. The source material is one thing: 4th Edition. </p><p>I'm not a fan of redesigning options using the mechanical assumptions and constraints of past editions. It'd be bad design to try and make a class that identically replicated a 3e class. Or to to design a class or race based on how they were in 2nd edition. When designing a new warlord-esque class equal weight should be given to the marshall and 2e kits as to the warlord. The goal should be about making the ultimate commander style class (or subclass) and less about reliving the past.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6524275, member: 37579"] Distinct but comparable, which was my point. They're not symmetrical or identical, but they don't *need* to be. Healing has its disadvantages to. You can easily overheal someone, wasting healing. And if someone goes down they lose their turn and all the damage they would have done while the healer is getting to them. Sure it is. Options added to the game should not make modularity harder, not when it can be avoided. That's the [I]whole point[/I] of designing a modular and customizable game. [I]You [/I]believe hp are not meat. Others would disagree. And that is the problem. The rules should NOT pick sides in that debate. I don't see why this is relevant. Magic users have long been able to restore hit points. By that logic the wizard should also get [I]cure wounds[/I] because the artificer was a leader in 4e and that's now a subclass. Examples please. I agree. But I don't think healing is necessary to the archetype. Not when we have so many other classes that heal already that can be multiclassed into, or feats that can allow healing spells or abilities, or between combat healing via short rests. I'd rather the warlord do anything else. Most of the desire for healing warlords seems to come entirely from the desire to recreate the mechanics of 4e and not the commander/general archetypes. The source material is one thing: 4th Edition. I'm not a fan of redesigning options using the mechanical assumptions and constraints of past editions. It'd be bad design to try and make a class that identically replicated a 3e class. Or to to design a class or race based on how they were in 2nd edition. When designing a new warlord-esque class equal weight should be given to the marshall and 2e kits as to the warlord. The goal should be about making the ultimate commander style class (or subclass) and less about reliving the past. [/QUOTE]
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