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Excerpt: The Warlord
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<blockquote data-quote="AllisterH" data-source="post: 4177443" data-attributes="member: 51325"><p>You know, I thought I was the only one that thinks "Grell's Warlord" when I hear the term warlord.</p><p></p><p>re: Necessity of the Cleric in previous editions</p><p>I think we might be defining it too tightly. What I always saw was that you needed SOME form of healing, be it the somewhat not-really-a-healer-rogue with the CLW, or the favoured soul or the cleric, someone in the party HAD to have access to healing.</p><p></p><p>My understanding of 4E is that thanks to the Second wind mechanic and the 5 min rest, regain healing, that a party that consists of a Rogue (with no healing wands), Fighter, Wizard is a valid party choice whereas such a choice in previous editions was simply not possible.</p><p></p><p>Basically, no one role is needed to complete an adventure is what 4E is aiming for (and until we get our hands on the books, we don't know how close WOTC has achieved this goal). </p><p></p><p>Thus, if the standard D&D party consists of a Leader (cleric), Striker (Rogue), Controller (Wizard), Defender (Fighter) I could take say a 10th level adventure and use it as is if the party consisted of say 2 Strikers (Rogue & Warlock), and 2 Defenders (Fighter and Paladin) and not have the party simply be stumped.</p><p></p><p>I imagine that the above "unbalanced" party will have to compensate for tactics but their basic class abilities should allow them enough flexibility to handle the same challenges as the standard party.</p><p></p><p>Again, until I see it in my hands and run a few adventures, I'm neutral to how effective this really would be.</p><p></p><p>(For example, in 3.x, I could run any 5th level adventure or higher without modification for a party consisting of only clerics and or druids and by 10th, the same could be said if I added a party consisting of just wizards/sorcerors. However, I would consider it cruel and unbecoming for a DM to run a 7th level adventure or higher <strong>AS IS </strong> if the party had neither an arcane or divine class.</p></blockquote><p></p>
[QUOTE="AllisterH, post: 4177443, member: 51325"] You know, I thought I was the only one that thinks "Grell's Warlord" when I hear the term warlord. re: Necessity of the Cleric in previous editions I think we might be defining it too tightly. What I always saw was that you needed SOME form of healing, be it the somewhat not-really-a-healer-rogue with the CLW, or the favoured soul or the cleric, someone in the party HAD to have access to healing. My understanding of 4E is that thanks to the Second wind mechanic and the 5 min rest, regain healing, that a party that consists of a Rogue (with no healing wands), Fighter, Wizard is a valid party choice whereas such a choice in previous editions was simply not possible. Basically, no one role is needed to complete an adventure is what 4E is aiming for (and until we get our hands on the books, we don't know how close WOTC has achieved this goal). Thus, if the standard D&D party consists of a Leader (cleric), Striker (Rogue), Controller (Wizard), Defender (Fighter) I could take say a 10th level adventure and use it as is if the party consisted of say 2 Strikers (Rogue & Warlock), and 2 Defenders (Fighter and Paladin) and not have the party simply be stumped. I imagine that the above "unbalanced" party will have to compensate for tactics but their basic class abilities should allow them enough flexibility to handle the same challenges as the standard party. Again, until I see it in my hands and run a few adventures, I'm neutral to how effective this really would be. (For example, in 3.x, I could run any 5th level adventure or higher without modification for a party consisting of only clerics and or druids and by 10th, the same could be said if I added a party consisting of just wizards/sorcerors. However, I would consider it cruel and unbecoming for a DM to run a 7th level adventure or higher [B]AS IS [/B] if the party had neither an arcane or divine class. [/QUOTE]
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