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General Tabletop Discussion
*Dungeons & Dragons
How Important is it that Warlords be Healers?
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<blockquote data-quote="Jester David" data-source="post: 6103242" data-attributes="member: 37579"><p>No, there really is logic that supports my statement.</p><p></p><p>Classes gets used a lot, being involved in almost every round of every single combat from levels 1-20. And have the most moving parts of any single game element. They require a tonn of work for balancing and fine-tuning.</p><p>They also take a lot of pages. The smallest class (the fighter) takes 4 pages and that's not counting maneuvers. </p><p>Making classes should not be entered lightly. Which means they shouldn't be completely optional in the same way as other rules modules. Too much work is required. You want them to get as much play as possible. </p><p></p><p></p><p>Only if you lack imagination. </p><p>They're talking mass combat and gun modules. You can imagine a gunslinger class and an army general class. Pirate and sailor classes for an aquatic combat module. </p><p>For every major rules module you can imagine a class (or two) that takes advantage of the new rules.</p><p>Martial healing is a pretty small module compared to something like mass combat, firearms, different technology, etc. Giving it its own class really opens the door for others.</p><p></p><p></p><p>Wait... what? How did you get that?</p><p>I want lots of alternate rules, including ones I'll never, ever use. I want rules for everyone, and have been pushing for content I'll never use for ages. I want a DMG that's the largest book in the edition and is bursting with options. I want <em>Dragon</em> magazine to be filled with options too niche to make it into the books. I want options that make people want to try them out and play types of games they've never tried before.</p><p></p><p>I'm pushing hard for the edition that has something for as many people as possible. </p><p></p><p>But that works best when the Standard game is simple and you can add what you want, not when the Standard game is full of content you need to strip away before adding the options you do want. </p><p></p><p></p><p>As I said earlier, it's not a problem solved if the base game has a warlord that has martial healing. </p><p></p><p>You might have players that really want to play the warlord and get upset when the DM says "no". There's still a lot of player entitlement out there.</p><p>Also, what if I run published modules? Suddenly, I might have warlord NPCs or monsters in my game. WotC really wants to get back to publishing adventures.</p><p></p><p>And if the game is built around the concept that health is 90% fatigue to accommodate the warlord being able to heal someone from 0 to full by inspiration, then than concept will likely spread to specialities/ feats, backgrounds, monsters, and the like. </p><p>Plus, if one class can heal through inspiring speeches, why can't other classes? Why can't a bard? Or a high Charisma fighter? Or a battle-wizard? They might not be as effective as the warlord, but if it's possible to motivate someone to keep fighting, why can only one class do it?</p><p>It's a little like trying to get rid of magical healing, or certain skills. It's tricky. </p><p></p><p>And if the option is only available to one class... does it need to be part of the core? If the rogue was the only class to use skills and no other classes or characters had skills is that a worthwhile addition to the game?</p></blockquote><p></p>
[QUOTE="Jester David, post: 6103242, member: 37579"] No, there really is logic that supports my statement. Classes gets used a lot, being involved in almost every round of every single combat from levels 1-20. And have the most moving parts of any single game element. They require a tonn of work for balancing and fine-tuning. They also take a lot of pages. The smallest class (the fighter) takes 4 pages and that's not counting maneuvers. Making classes should not be entered lightly. Which means they shouldn't be completely optional in the same way as other rules modules. Too much work is required. You want them to get as much play as possible. Only if you lack imagination. They're talking mass combat and gun modules. You can imagine a gunslinger class and an army general class. Pirate and sailor classes for an aquatic combat module. For every major rules module you can imagine a class (or two) that takes advantage of the new rules. Martial healing is a pretty small module compared to something like mass combat, firearms, different technology, etc. Giving it its own class really opens the door for others. Wait... what? How did you get that? I want lots of alternate rules, including ones I'll never, ever use. I want rules for everyone, and have been pushing for content I'll never use for ages. I want a DMG that's the largest book in the edition and is bursting with options. I want [I]Dragon[/I] magazine to be filled with options too niche to make it into the books. I want options that make people want to try them out and play types of games they've never tried before. I'm pushing hard for the edition that has something for as many people as possible. But that works best when the Standard game is simple and you can add what you want, not when the Standard game is full of content you need to strip away before adding the options you do want. As I said earlier, it's not a problem solved if the base game has a warlord that has martial healing. You might have players that really want to play the warlord and get upset when the DM says "no". There's still a lot of player entitlement out there. Also, what if I run published modules? Suddenly, I might have warlord NPCs or monsters in my game. WotC really wants to get back to publishing adventures. And if the game is built around the concept that health is 90% fatigue to accommodate the warlord being able to heal someone from 0 to full by inspiration, then than concept will likely spread to specialities/ feats, backgrounds, monsters, and the like. Plus, if one class can heal through inspiring speeches, why can't other classes? Why can't a bard? Or a high Charisma fighter? Or a battle-wizard? They might not be as effective as the warlord, but if it's possible to motivate someone to keep fighting, why can only one class do it? It's a little like trying to get rid of magical healing, or certain skills. It's tricky. And if the option is only available to one class... does it need to be part of the core? If the rogue was the only class to use skills and no other classes or characters had skills is that a worthwhile addition to the game? [/QUOTE]
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How Important is it that Warlords be Healers?
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