When everyone is special, nobody is.
Seriously? You're going to trot out this ridiculous piece of faux-philosophical nonsense to justify your position?
"When every individual possesses a unique property that no other individual does, *no* individuals possess a unique property that no other individual does."
"When each individual can be easily identified by a unique trait, *no* individuals can be identified by a unique trait."
It's completely ludicrious. It makes no sense--unless the argument commits an equivocation fallacy by exploiting two different definitions of the word "special." At which point, it's a fallacious argument anyway.
I was going with "when everyone can do the same thing with only minor difference in efficiently, then the specialness of certain classes only doing it is lost."
It's purchase price.Are there that many things which only a single class can do and which no one else can replicate, merely with a difference in efficiency? If it weren't for that "merely less efficient" clause, I could think of a few, but...Expertise isn't unique, Rage theoretically is unique but it's really just an efficient package of advantage, bonus damage, and resistances--much of which can be emulated piecemeal (and thus less efficiently) by spells.
Technically even Wild Shape isn't unique (polymorph spells). Does 5e actually have that much of a commitment to truly unique, if-you-don't-have-an-X-you-simply-can't-get-Y-for-love-or-money kind of abilities?
It's purchase price.
Anyone in the game can have expertise. Cost: one level of rogue. Anyone can have Rage. Cost: one level of barbarian. There is a cost as far as delaying progress on your base class.
Not liking: everyone gets expertise. Cost: warlord on party with right subclass. Everyone gets Rage. Cost: warlord on party with right subclass. That means the characters benefitting don't spend a resource (even a spell slot) to get what would cost a level otherwise to get. The only cost even remotely close is if the warlord player didn't want to be a warlord with that subclass; if he did, the cost is practically nothing.
True uniqueness is rare, but that doesn't mean we should erode niche protection further, especially at such a low barrier to entry...
It's purchase price.
Anyone in the game can have expertise. Cost: one level of rogue. Anyone can have Rage. Cost: one level of barbarian. There is a cost as far as delaying progress on your base class.
Not liking: everyone gets expertise. Cost: warlord on party with right subclass. Everyone gets Rage. Cost: warlord on party with right subclass. That means the characters benefitting don't spend a resource (even a spell slot) to get what would cost a level otherwise to get. The only cost even remotely close is if the warlord player didn't want to be a warlord with that subclass; if he did, the cost is practically nothing.
On one hand your complaining it can't be balanced because at-will is too different.True uniqueness is rare, but that doesn't mean we should erode niche protection further, especially at such a low barrier to entry...
Ok but ppl ITT have provided plenty of examples that have no relation to 4e maneuvers. And we were discussing the conceptual space marked out by those subclasses, anyway.Doesn't seem a lot to hang your hat on as far a subclasses, especially since most ended up "give X bonus from y stat to z roll". Hell, you could put all six into one and nobody would be able to tell which came from which. Not much as far as play-changing archetypes, like how different a champion, battlemaster, or ek play.
To be honest, without rdesorting to 4e like discrete maneuvers, it don't see a lot for a warlord to do. Give a bonus to a roll or defense, grant extra HP, grant extra actions, or perform a martial maneuver like disarm. That's not much for a base class, not when a battlemaster or valor bard can do most of that. It's too thin a skeleton to hang a whole class.
Like, when 30 or so of 38 possible sub-classes all use the same rules to cast spells from the same long list in the back of the book, yeah, it's a design risk. It's a long way from 'niche protection,' for sure.I was going with "when everyone can do the same thing with only minor difference in efficiently, then the specialness of certain classes only doing it is lost."

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