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D&D 5E How Important is it that Warlords be Healers?

Should Warlords in 5e be able to heal?

  • Yes, warlords should heal, and I'll be very upset if they can't!

    Votes: 43 26.5%
  • Yes, warlords should be able to heal, but it's not a deal-breaker for me.

    Votes: 38 23.5%
  • No, warlords should not be able to heal, and I'll be very upset if they can!

    Votes: 24 14.8%
  • No, warlords shouldn't be able to heal, but I don't care enough to be angry about it if they can.

    Votes: 31 19.1%
  • I don't really care either way.

    Votes: 26 16.0%

Nagol

Unimportant
No, I don't at all think every NCO is a 'warlord' that isn't true at all. I just think there IS an archetype that the warlord fits, the NCO. It isn't even the ONLY one it fits, others have been mentioned and are fairly obvious. They all share the core "inspiring combat leader" concept. Note, this is a different concept than the Bard, which someone suggested should replace the warlord. I could actually more easily fluff a 4e warlord AS a bard, but the two are quite distinct. The bard in fact is rarely a leader, he's more of a sidekick/supporting cast type guy in most stories.

I don't know why you insist on all the "party is just some mob" sort of talk. Most parties IME the characters spend months, if not years, adventuring together.

You seem to have me confused with another poster. I never said the party is a mob. What I said was

me said:
Tossing a new tactical guy into a group that has trained together and knows how each other work is likely to frustrate everyone for a while -- not make the trained group more effective. In effect the coordination bonus granted by 3.5 fits better.

As an aside, you and I read different Bard stories apparently.

Take an inspirational sergeant type that can get his men to act above and beyond. Drop the same officer in a crew of SWAT and they won't be inspired in the same way because they don't share the same training and culture. Could he become inspiring for the group? Probably, though it will take acclimation and a change in style to regain effectiveness.

For NCO ispiration modeling, I'd recommend adding morale rules back to the game and give all officers the ability to spend a move action to give a morale bonus to everyone of equal or lesser rank who is in line of sight and hearing range. The better represents esprit de corps in my mind as it becomes a model for the training the military gives.

The party can be a mob, individuals that hate each other but have a formidable common enemy, a group of disparate professionals working together for convenience, a group that trains toward a common cause, or have pretty much any other conceivable group dynamic. Some of the dynamics have a greater propensity to accept inspiration than others.

The problem I have the "inspiring leader" archtype is it applies to a narrow set of stories, depends on a narrow make up for the rest of the group, restricts other player character concepts, limits such inspiration from the other classes (no inspiring Clerics, Rogues, or Rangers?) and can be modeled mechanically in the system outside the class structure.

My preferred option would be to move such inspirational abilities into options open to all classes since I don't see it as exclusive as exclusive to a particular type of Martial combatant.
 

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Vancian magic was based on the writing and magic system of JackVance, so no, it wasn’t entirely for gamist reasons. It may have been chosenbecause it was easy to make mechanics for, but there was always a narrativereason.
Meh, the gamist came first. Look at Chainmail, the mechanic was invented for THAT game and it was certainly not modeled on Vance. It just happened that Dying Earth came along and was recognized as a convenient fluff for it when the mechanics were stolen for D&D.

Thisargument is a little sillier, as most modern takes on the cleric tend to havethem lightly armoured like the wizard because they’re spellcasters.
The clerichas its armour and weapons because of its historical source as religiousknights.
Mechanically,giving it heavy armour made it a little too similar to the fighter. From agamist perspective it should have had less armour than it does.
No, actually the cleric is precisely designed for OD&D. He's actually PRIMARILY a fighter at low levels (he doesn't even get his first spell till level 2), but not allowed to have the sword (good magic weapons). He transitions to more of a spell caster/wonder worker as you level up, and of course has a role against the common threat of the undead, which were bad news. He's actually quite well and purely gamistly balanced with the fighting man and magic user classes. The party wouldn't really work well if he was a squishy. LATER ON it might have made more sense to make the cleric squishy. He wasn't not for story reasons but for legacy reasons, nobody wanted to change the design of the big 3 classes.

I agree with that, but it’s harder to add story to somethinglike “the health tracking mechanic.”
But classes and races do have story. The first classesintroduced were options like the druid and rogue that were very influenced bystory and not just “here’s a new mechanic to try out”.
Of course classes have a story.

The origins of the Avenger class come down to needing a divinestriker.
Nonsense. 4e lacks several combinations of source and role, notably including a martial controller. No doubt when they had a concept for a combination that didn't exist yet it was going to be more likely to get priority, why force people to play only martial or arcane strikers? That doesn't mean they just pounded a square peg in a round hole to make some mechanical implementation fit some concept.
It’s unique defining mechanic is basically Advantage.
It’s flavour paints it as an offensive paladin or aggressivecleric. “Divine assassin” isn’t a class, it’s a character, a narrow archetype.

And the avenger is one of the better 4e classes. The seeker,battlemind, runepriest, ardent, and warden are all much worse.
I disagree. We can come up with numerous examples of characters that work well as Avengers. It is a very well-liked class that lends itself to quite a surprising variety of characters. Read some of the 4e boards if you doubt me. I disagree about the other classes you poo poo as well. The seeker is a great primal nature 'wizard', with an archer fluff, quite cool (the implementation actually is not as good as the story, but the story is pretty cool and was clearly where they started from with this class). Warden? Again, the world has vast numbers of stories of shape shifting warriors of the wilderness. Beorn springs instantly to mind, but if you go read some old folk stories you'll find others. The psionic classes? Clearly the Battlemind is "mind over matter" the mental warrior who uses his mind to make his body into a weapon. The Ardent is the telempathic warrior, turning emotion to his own purposes. The runepriest is a bit esoteric, but he is a pretty good Norse priest, and is admittedly one of the thematically thinnest of classes in the game. Still, he's got a strong concept, it is just NARROW.

A lot of what was done in 4e was to split up aspects of overpowered 3e classes into narrower archetypes. Thus the 3e Druid becomes the 4e Druid, Warden, and Shaman. The cleric becomes the Cleric, Avenger, and Invoker, etc.

I'd also like to point out that 4e actually has several classes which MUST exist purely for thematic reasons, such as 4e's Sorcerer, which uses EXACTLY the same mechanics as the wizard and is really largely redundant from a role standpoint (they are both striker/controller types, and nowadays the wizard is actually the better at both roles).

This was very true of late 3e, and even some early 3e classes like the sorcerer, which was created solely to have another class that used the wizard's spell list. And the sorcerer isn't exactly the best example of a unique archetype screaming for its own class.
I think what I would say is that 3e shows the lesson that you must have MORE THAN STORY to make a class really solid. This is why role and source were invented, to insure that both story and mechanics would get adequate focus in every class. So that each one would have a shtick and would work. This was VERY successful. Very few 4e classes aren't useful and fun to play, adding something interesting to the game. Even when a 4e class has no real mechanical reason to exist, like the Sorcerer, it has fun unique thematics and just enough mechanical flair to work (if 4e were rewritten some of these classes might indeed go away, or become sub-classes, but that doesn't mean they were bad classes in 4e). The very few classes that don't work well? Seeker lacks a good MECHANICAL concept, its a perfectly fine concept (again like sorcerer it COULD be reduced to a sub-class pretty effectively).

The point is, yes, 4e is designed to make sure that each class works mechanically so that there are no more idiotic things like the 3e Samurai and Martial, which have crap mechanics and are pretty much unplayable as written without the player doing some massive min/maxing and basically MCing out of the disaster of his class.

Yourmileage might vary GREATLY on this depending on your group.
The vastmajority of the official game hasbeen focused on this, because WotC really want to focus on dungeons at the endof 3e and during all of 4e.
Some ofthis was accidental: the Delve format was built for dungeons and made other adventuresharder to design.
But many,many DMs reject dungeons and run exploratory adventures or investigativeadventures or political adventures and the like.

And given how successful WotC’s adventures have been, theirdungeon-centric design might not be for the best.
My only point was that classes were designed with dungeon crawling in mind, and the rules in general at the start. I don't believe the current rules, 4e in particular but 3e as well, are nearly so tied to that legacy, but 3e certainly still hewed close to traditional class design and so CERTAINLY nobody was thinking about how classes worked "in the world" they were thinking only about how well they matched up with the ones Gary wrote in 1974, for dungeon crawls.

4e OTOH actually has rules that were written to make some sort of sense in terms of relative power levels of PCs. I don't pretend that they made any attempt to figure out how the rules worked as a recipe for a world. It is just not practical to do that.

So... aslong as you didn’t think, it worked okay? ;)

Yeah, myplayers revel in tearing through logical holes. Nerds in general love lookingfor that stuff. Heck, musing about stuff like that is what has fueled EdGreenwood and Kieth Baker’s entire careers.
Greenwood and Baker are experts at tweaking people's imaginations, not at making up realistic worlds. I would venture to guess either one of them would get a chuckle out of the notion that they ever aimed for anything more than a veneer of verisimilitude that would let the players suspend their disbelief and not worry about the patently unreal stage props. Ever must it be so.

My favourite is Ravenloft,so 4e didn’t work as well.
Monsters didn’t require any special preparation and tactics,PCs were hard to kill and even harder to scare, magic was everywhere, it washard to use just a single boss monster, long combats removed much of the horrortone, it was hard to only have a single fight per day without PCs nova-ing, no firearms, andthe like.
The game always descended into something more akin to Van Helsing than Dracula.
I don't agree with many of your assertions here. It is quite easy to make monsters and situations that require preparation and tactics. PCs are just as hard to kill as ever, the DM just uses the amount of force needed to do it, no more and no less. I can't imagine how magic could be more 'everywhere' than in AD&D or 3e!

Frankly I haven't done hard core horror-tone in 4e, but if I were to do it, I'd use small numbers of highly deadly monsters that have nasty effects, which do exist and can be created in 4e. I could also use masses of weak monsters, like a zombie horde scenario. A Solo would make a perfect boss monster, what in fact could possibly be more perfect for Straad than a solo vampire? I've done many solo fights, they are quite good when done well.

As for the issue you have with novas, I'd use traps, tricks, etc to wear the PCs down instead of monsters. Let them wander trapped in some horrible dungeon knee deep in cold water, with only nasty alternatives for escape routes. Once they're tired and weakened and they've finally fought free, then the truth comes out, they still have the boss monster to face. Oh yeah, I can do that with 4e, and in fact IMHO the way it will play out will be even more cool than it was in 2e where I personally didn't have a ton of luck making it click.

I don't know of any version of D&D that does firearms. There have been rules for them in various places and they CAN be done, to some extent, but they've never been commonly used weapons. I'm not sure why they would be necessary in a horror genre adventure, but neither can I see why 4e cannot do them as well as 3e etc. Frankly I'd make them just bows refluffed. Maybe give them large damage dice and 'brutal' or something, but make them Load Standard, so they make a nice opening gambit, then you pull out your blades/bayonets and go at it.

It’s hard to play a low-magic, fragile heroes, supernaturalhorror game with 4e, which was designed to be a high magic heroic fantasy.

(Although, for my two favourite settings, Ravenloft and FFG’s MidnightI’d possibly use inspirational healing. in the former to avoid having a clericto cut down on the magic in the world and in the latter because the onlyclerics are followers of Izrador.)

I think overall your right, 4e is NOT designed for a game that focuses entirely on supernatural horror. OTOH I never thought earlier editions were either, just for slightly different reasons. In 3.x PCs just had too much magic. Full casters in particular are answer machines with a vast array of tools at their disposal. Its pretty hard to make a 9th level Wizard feel helpless. OTOH the 9th level fighter has squat, he feels plenty helpless, especially against enemies that swords aren't good against. You can make it work of course, but the system wasn't designed for it. 4e OTOH just doesn't have fragile heroes, though you CAN achieve it if you want to bend things.
 

Garthanos

Arcadian Knight
Personally cleric and magic only healing only limits the stories I can tell hugely can barely find a single one in myth, legend and literature..
limits such inspiration from the other classes (no inspiring Clerics, Rogues, or Rangers?) and can be modeled mechanically in the system outside the class structure.
Why would that happen? especially in the game of easy multi-classing (with a 3e paradigm fixed a bit so that dabbling isnt insanely front loaded, want a touch of leadership take a level of warlord)

Additionally.
The warlord when you have a common enemy will be the one emphasizing and catelyzing the group around that common enemy so that the whole becomes truly a team.

While I too, advocate broad general rules enabling the party comradeship and support to be distributed... this does not preclude the Warlord/Nobleman being specialists in it.. because of training and background.
 

Ahnehnois

First Post
That's a view of class that, as far as I'm aware, is true in only one edition of D&D - namely, 3E.

It's not true in classic D&D. Nor is it true in 4e. (I'm not 100% sure about 2nd ed AD&D, but I don't think AD&D makes such strong claims for its class system.)
I don't know about "classic D&D", but I doubt the concept of clerics as being church leaders or wizards/mages as being academics is a 3e-ism. Thieves' guilds, wandering bards, freelance assassins. The druids are a pretty explicit example of a class that represents an in-world class of nature worshipping priests. All druids are druids, not just PCs. Most of them do not ally with non-druid adventuring parties, and most of them do not follow an adventuring lifestyle.

While wearing plate mail and carrying shields?
Well, yes. That's what's "gamist" about it (it's not a PC-specific concept, but it is a gamist construct; the abilities given clearly favor combat). All I have to do is open up my good old copy of BGII and run to the temple district to find a bunch of clerics that wear armor and have all the cleric abilities, but do not leave their temples, have adventuring parties, or function according to 4e combat roles.

Classes as in-world castes of people is a notion that is well-developed in 3e, but is hardly exclusive to that edition.

I'm not sure why you say this and I'm certainly not sure how you know this with the certitude that you seem to express. The idea of that class was not conjured out of whole cloth. There are pulp archetypes that match the ethos and thematic weight of that class. It seems more likely (or at least just as likely...although that would be an odd coincidence) that, just like the designers are apt to remind us repeatedly about 5e, the fiction bore the mechanics...rather than the other way round.
That's often true, but we're not talking about exemplars. Your stereotypical ranger may be Aragorn, but in LotR there is an entire group of rangers with similar abilities. It is somewhat of a career choice. Conan may be your archetypical barbarian, but in that same fiction there are tons of other barbarians.

So a class can be drawn from fictional inspirations, but still represent an in-world caste of people, not just one individual.

It seems to me that is precisely what a class is. Its a gamist construct meant to facilitate gameplay as an adventurer (in D&D). It has pulp elements married to mechanics which seek to capture a playing experience for a thematic archetype (some more focused/deep than others).
Yes, but that doesn't preclude the other side of things. It facilitates gameplay by organizing characters into castes that facilitate adventuring and are geared towards combat. But those mechanics are still in-world truths.

If your response is; "No, its a world-building tool. Its an in-world, setting descriptor used as a reference point for who you are and what you do. When NPC warrior Bob refers to someone as a 'fighter', he is referring to what is on your character sheet. This is common, setting vernacular."
There's a great thread that I'm struggling to find from not too long ago about asking what a character in the world knows about whats on his character sheet. I'm struggling to find it, but it was a very interesting discussion.

Essentially, it's quite clear that whatever terminology the characters used, they would know who was a fighter and who was a druid, what spells or feats they had selected, and with a little experimentation, could likely determine the value of most numerical bonuses. You can take one archer and have him shoot at a target a hundred times, take another archer and do the same, and conclude that one of them hits 5% more often than the other (or some multiple of 5%).

Is it weird that all aspects of human skill are quantized in intervals that increase their chance of success by 5%? Yes. Again, that's what's gamist about it. This is done to make the game simple, standardized, and to provide the opportunity for advancement. But if you're playing a d20 game, that's the world you're playing in.

Again, the idea that the rules of the game describe tangible properties of the game world is not a new idea, and it is not my idea. Nor does it preclude the concept of gamism. It simply means that the world itself is gamist; that it has been altered from its simulationist starting point in ways that (hopefully) facilitate a better game experience.

And then you write this. And it leads me to believe that...we are in agreement? I have no idea.

An avenger that isn't a PC is either color or a hook. He wouldn't wear an "A" on his chest but, as color or a hook, he would be recognizable as stark figure, committed to righting some wrong or "avenging" something lost, taken, or defiled. He could be as easily recognized and differentiated as a thematic figure associated with "vengeance" as any fighter would be with "swording" or any monk would be with "asceticing".
I think the avenger concept makes sense but isn't really a class. "Avenging" isn't a shtick on the same level that "fighting with berserk rage" or "worshiping gods for magic" or "stealth and deception" is. This is where kits/archetypes or other similar ways of modifying classes come in handy. The avenger concept could be well embodied by modifying any number of mixed martial/magic classes (a hexblade or duskblade in 3.5, a magus in PF, maybe a psychic warrior; I'm not seeing the divine aspect but maybe a paladin mod). Likewise, warlord abilities make perfect sense for barbarians (with a "general" or "commander" archetype for fighters).
[MENTION=23935]Nagol[/MENTION] Good point; these concepts also make sense as prestige classes in that they're rarer and you grow into them.

For (oddly enough) gamist reasons, a class needs to be a more general archetype that could describe many people, incorporates a comprehensive lifestyle, not just a combat role in an adventuring setting, and posits a 20 (or 30) level arc.
 
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Nagol

Unimportant
Personally cleric and magic only healing only limits the stories I can tell hugely can barely find a single one in myth, legend and literature..

Why would that happen? especially in the game of easy multi-classing (with a 3e paradigm fixed a bit so that dabbling isnt insanely front loaded, want a touch of leadership take a level of warlord)
<snip>

Because unless the Warlaord class is rediculously front-loaded, a dip won't give much inspiring ability.

While I too, advocate broad general rules enabling the party comradeship and support to be distributed... this does not preclude the Warlord/Nobleman being specialists in it.. because of training and background.

I agree. I think a specialst prestige class equivalent would be a great thing to see for those who want to focus on that aspect.
 

Garthanos

Arcadian Knight
I agree. I think a specialst prestige class equivalent would be a great thing to see for those who want to focus on that aspect.
Prestige class is short hand for "No you cant play the character type you want" right now...maybe if you earn it...

The miracle working cleric.. the wizard when do they get to do awesome impossible things.. oh thats right level 1. Its not like Alexander the great wasnt damn near a child when he directed a world conquering tactical escapade. (ok much larger scale than the warlord class does)
 


Nagol

Unimportant
[MENTION=17106]Ahnehnois[/MENTION], according to the 1e PHB, the cleric is modeled after "religious orders of knighthood" and thus were granted heavy armor, a restriction to weapons that didn't draw blood, etc. They weren't considered typical village priests.

The rest of the inspiration came from 'B' grade vampire movies in an effort to deal with a specific vampire PC apparently.
 

Nagol

Unimportant
Why do you say that .. how can you proposed general abilities that do something but reject that a dip could enable it.

If the Warlord is a base class that grows in power over its 20 levels, then the abilities need to be spread around all those levels in a granular fashion. A dip will only grant the smallest grain of the ability to a character. If the abilities are so minor as to not get spread over the levels I'd have to question why it is the core conceit for the class.

If the abilities are assigned as general common resources that compete for attention for all characters, they can be much less granular and potentially use something other than class level as a limiter on ability.
 

Ahnehnois

First Post
[MENTION=17106]Ahnehnois[/MENTION], according to the 1e PHB, the cleric is modeled after "religious orders of knighthood" and thus were granted heavy armor, a restriction to weapons that didn't draw blood, etc. They weren't considered typical village priests.
Fair enough. We're still talking about large, discrete groups of non-adventurers though.
 

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