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D&D 5E How much healing, how much mitigation for a warlord?

Roughly what % of healing vs mitigation should a warlord have?

  • 100% healing / No mitigation

    Votes: 1 4.2%
  • 80% healing / 20% mitigation

    Votes: 2 8.3%
  • 60% healing / 40% mitigation

    Votes: 3 12.5%
  • 50% healing / 50% mitigation

    Votes: 4 16.7%
  • 40% healing / 60% mitigation

    Votes: 1 4.2%
  • 20% healing / 80% mitigation

    Votes: 5 20.8%
  • no healing / 100% mitigation

    Votes: 8 33.3%

But every single damage mitigation model that anyone has suggested requires the player to have precognition.
Reactions don't require Precog.

"When an ally is hit by an attack, you can use your reaction to add +Int to his AC, potentially causing the attack to miss."
Or
"When an ally is hit by an attack, you can use your reaction to reduce the damage by X. If this reduces the attack to 0, it is a miss."
 
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Reactions don't require Precog.

"When an ally is hit by an attack, you can use your reaction to add +Int to his AC, potentially causing the attack to miss."
Or
"When an ally is hit by an attack, you can use your reaction to reduce the damage by X. If this reduces the attack to 0, it is a miss."

They do, because you only have 1. Imagine you have your friend barbarian and your friend rogue, out of turn, two enemies. The first one attacks the barbarian and would hit. Do you use your reaction now? you don't know how much damage yet, and what if you use it now and then the other enemy crits and drops the rogue? What if you don't use it and it drops the barbarian but then the rogue goes unharmed? This introduces a complication, while if you could just heal them, you heal the one who drops and that's it.
 

From the 4e Warlord I played, I was under the impression that healing was only one of it's toys and that it's other specialties for granting actions and buffing were a bigger part of it's makeup.
That was a matter of player build choices. You could choose more maneuvers and utilities that triggered surges or restored hps, or fewer. From an optimization PoV, the warlord had more arguably superior offensive buffs, but it wasn't by such a profound margin that failing to optimize made you non-viable or anything.

[qoute] Having a 5e warlord with damage mitigation and then the array of other powers that make a warlord a different Leader than a cleric can easily make a class cool without it also having to try to be all the healer the cleric can be.[/quote]the warlord is inescapably differentiated from the cleric by the simple fact of not being a spellcaster. There's no need to take away basic functionality and player choice to do so. The only thing that can be accomplished by taking central abilities like Inspiring Word and other hp-restoration abilities away from the Warlord is to make it non-viable as a primary support contributor.

If it's as good a healer as a cleric AND it has warlord specific toys it's overpowered.
First of all, "no hp restoration at all" and "as good a healer as a cleric" are not the only choices. There's a vast excluded middle, there, including the desired one: a warlord that is a viable support-oriented class, with a high degree of flexibility and player choice. Secondly, no, even if you made the Warlord exactly as capable a healer as a Life Cleric, /and/ gave it everything it had in 4e, you wouldn't have an overpowered character, it would still be less flexible than the Cleric, because Warlords don't go around casting Flame Strike or Plane Shift or Meld into Stone or anything.

I'd rather give it warlord abilities and some mitigation rather that focus on healing to make a drop in-replacement for a cleric that doesn't change how the party plays out.
You couldn't begin to make the Warlord into a drop-in replacement for the Cleric that doesn't change how the party plays, /because it doesn't cast spells/. You drop a Warlord into a survival challenge, and he doesn't trivialize it by casting 'Create Food & Water,' for one of many possible instances. Warlords don't Turn Undead. The party will play /very/ differently.

If the warlord can't restore hps, however, that difference will be much shorter days and more likely TPKs - a difference dramatic enough to keep anyone from playing the class when Cleric, Druid, Bard, Paladin, or even Ranger is available.

Why? I'm not trying to be a smart-alec, but why is reducing damage taken not a valid replacement for healing?
As Neonchameleon, puts it, it 'requires prescience.' Support classes pull the party through when things go wrong. When things aren't going wrong, damage mitigation will extend your adventuring day, just like healing. You'll drop temps on people who then get hit, there will only ever be one big-damage attack an ally needs negated with your Reaction between each of your turns, your save and AC bonuses will make the difference between success and failure - all the dice-dependent variables in the chaos of combat will come out neatly average, and you won't have to heal anyone who drops, because no one will ever drop.

That'll happen prettymuch 0% of the time.

Similarly, being 100% dependent on restoring hps has it's problems. Your allies will lose actions when they're dropped as they wait for you to get them back up, especially when more than one goes down at a time. Those lost actions will extend the combat and the ability of the enemy to further reduce your allies' hps that you must then expend more resources restoring. You can't leverage actions before a combat to restore hps to someone in advance of those hps being lost, you have to use actions in-combat actions or wait until the fight is over.

Restoring hps and mitigating their loss are two very different things. Every extant 5e class that can fill the support role does both, and has a great deal of flexibility in deciding which to use, from day to day, and even round to round.

The Warlord had similar flexibility, it's concept calls for it, and it needs such flexibility if the game is to realize the advantage of expanding support of play styles to all-martial parties and low-/no-magic campaigns.

But why MUST the warlord have to have a healing component vs. a damage reduction component? The poll has no healing at all as the most answered response, double the next highest which is still 80% mitigation. This seems to be a viable option for other players, what makes it wrong?
I've explained what makes it non-viable. What makes it wrong is that it's telling everyone else how to play the game.

I thought tactical play, such as making field decisions about who is in a high risk position, or is going to be placing themselves in harm's way, and could use a buffer and who isn't was a feature of playing a warlord.
It is, and it's fun, but it also means making decisions about /how/ to support the party. Taking away an option entirely reduces options, and gives you fewer, and less meaningful tactical decisions, a fixed ratio also reduces flexibility and tactical depth (every option in this pole is, in essence, an anti-warlord vote, because every option results in a warlord strictly inferior as a contributor of support to the party, the extremes - all hp-restoration & all hp-preservation would make it non-viable as the party's primary support character, closing off the play styles that he Warlord enabled in the past).


Reactions don't require Precog.
Using one doesn't. Trying to use even reactive damage mitigations as a substitute for restoring hps not mitigated, however, does. Deciding whether to use a reaction to mitigate damage on one character, when there's still enemy actions coming before your next turn, for instance. Even if the 'reaction' lets you know the damage, so you can save your reactions only for attacks that would drop an ally (which is absolutely critical if you're relying exclusively on mitigation, because you can /never let an ally drop/ since you have no way of getting him back up again, you have to help him stabilize and wait d4 hours!).

To sum it up:

The most basic difference between restoring and preserving hps is that you can't mitigate damage that has already happened, and you can't restore hps that haven't been lost yet. One absolutely cannot be used in advance, the other absolutely cannot be used after the fact.

Having both, and the flexibility to apply resources to either, lets a support character get the party through the wide variety of challenges and dice luck they face. Every existing support class in 5e can do that. A character with only one or the other, or even with both but no ability to re-assign resources between them, is less able to do so. That's strict inferiority, and making a class strictly inferior in it's primary contribution is the tantamount to denying the class as an option, entirely - it absolutely eliminates the benefit of expanding supported styles of play, which is a major, indeed, existential, goal of 5e).
 
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Using /one/ when you only need one doesn't. Deciding whether to use a reaction to mitigate damage on one character, when there's still enemy actions coming before your next turn, doe require 'precog.'
No more then using flamestrike instead of cure wounds.

Your reaction is a resource, you need to use it wisely.
 

They do, because you only have 1. Imagine you have your friend barbarian and your friend rogue, out of turn, two enemies. The first one attacks the barbarian and would hit. Do you use your reaction now? you don't know how much damage yet, and what if you use it now and then the other enemy crits and drops the rogue? What if you don't use it and it drops the barbarian but then the rogue goes unharmed? This introduces a complication, while if you could just heal them, you heal the one who drops and that's it.
Imagine you have 1 spell slot, and the barbarian get hit. You heal her.
Now your rogue get' crit and drops.
 

No more then using flamestrike instead of cure wounds.

Your reaction is a resource, you need to use it wisely.
Exactly. No matter how wisely you use reactions to mitigate damage, you only have one reaction per turn, and you can't apply damage mitigation after the fact. So whenever two allies are dropped in one turn, mitigation-only, hard-fails.

There is no valid or sufficient reason to deny the Warlord his traditional ability to both restore hps via Inspiring Word (and lots of other maneuvers) and mitigate damage via both inspiring (temp hps &c) and tactical (defensive bufffs &c) means. And doing so undercuts the class's primary-support contribution, and thus the goal of expanding supported styles of play.
 

Exactly. No matter how wisely you use reactions to mitigate damage, you only have one reaction per turn, and you can't apply damage mitigation after the fact. So whenever two allies are dropped in one turn, mitigation-only, hard-fails.

There is no valid or sufficient reason to deny the Warlord his traditional ability to both restore hps via Inspiring Word (and lots of other maneuvers) and mitigate damage via both inspiring (temp hps &c) and tactical (defensive bufffs &c) means. And doing so undercuts the class's primary-support contribution, and thus the goal of expanding supported styles of play.

Disagree.

The action economy cuts both ways. 2 guys down? You can still only heal 1.
 

Exactly. No matter how wisely you use reactions to mitigate damage, you only have one reaction per turn, and you can't apply damage mitigation after the fact. So whenever two allies are dropped in one turn, mitigation-only, hard-fails.
2 allies drop, you only have enough to save 1. Which do you save?
Both classes have the same issue. And that's a good thing. You don't want either class to make people invincible.

There is no valid or sufficient reason to deny the Warlord his traditional ability to both restore hps via Inspiring Word (and lots of other maneuvers) and mitigate damage via both inspiring (temp hps &c) and tactical (defensive bufffs &c) means. And doing so undercuts the class's primary-support contribution, and thus the goal of expanding supported styles of play.
There are reasons to not have any healing. And there are reasons to allow healing.


However, having no healing does NOT undercut the class's primary support contribution.


What do you think is better support?
A life cleric
or
A warlord that had an aura that gives +5 to AC and saves, and could give out 5x her level in THP as a bonus action?


And as i've said, if you can make something overpowered, and underpowered, you can make it balanced.
 

2 allies drop, you only have enough to save 1. Which do you save?
Both classes have the same issue. And that's a good thing. You don't want either class to make people invincible.
No, they don't have the same issue. The existing support classes face the same choice that round, /then can just heal the second ally the next round/. That's not invincibility, that what's expected.

There are reasons to not have any healing. And there are reasons to allow healing.
And the latter outweigh the former.


However, having no healing does NOT undercut the class's primary support contribution.
It makes the class strictly inferior as a primary or sole support character. 'Undercutting' is putting it mildly, it's tantamount to the class not existing at all.


What do you think is better support?
A life cleric
or
A warlord that had an aura that gives +5 to AC and saves, and could give out 5x her level in THP as a bonus action?
If you take mitigation-only to a broken extreme, sure, it can look like it's 'better' than a balanced support class. But it's just an illusion.

Let's take it further. You have the traditional cleric or warlord on one hand, and a hypothetical class on the other. The hypothetical class has an always-on aura that render itself and it's allies completely immune to attacks and causes them to always succeed at saves. The hypothetical class is utterly OP and broken, no question, even if it does nothing else. However, if that class is the party's sole support, and they run up against a few enemies in a row without benefit of a short rest, and those enemies all smack them with a lot of AE save:1/2 attacks. They have no way of recovering, and get TPK'd. So the hypothetical class is both abjectly broken, /and/ an inadequate replacement for a more versatile cleric. You could balance the hypothetical class, but you would still 'need a healer,' for the game to work as expected.

And as i've said, if you can make something overpowered, and underpowered, you can make it balanced.
Balanced against some other choice, sure. There's a point at which a given damage-mitigation ability is balanced with a given hp-restoration ability - both are viable, but not identical or fungible, and choosing between the two becomes a meaningful decision, one that's informed by the situation.

So, if you had an all-healing class and an all-damage-mitigation class in the game, and no class with both, you could balance those classes - and the game would probably work best with both classes in the party. But, if you added a third class - like the Cleric or Bard - that could choose freely between healing & mitigation, than having a couple of them would be better than having one each of the two hypothetical classes.

Because versatility has value.
 

No, they don't have the same issue. The existing support classes face the same choice that round, /then can just heal the second ally the next round/. That's not invincibility, that what's expected.

And the latter outweigh the former.


It makes the class strictly inferior as a primary or sole support character. 'Undercutting' is putting it mildly, it's tantamount to the class not existing at all.


If you take mitigation-only to a broken extreme, sure, it can look like it's 'better' than a balanced support class. But it's just an illusion.

Let's take it further. You have the traditional cleric or warlord on one hand, and a hypothetical class on the other. The hypothetical class has an always-on aura that render itself and it's allies completely immune to attacks and causes them to always succeed at saves. The hypothetical class is utterly OP and broken, no question, even if it does nothing else. However, if that class is the party's sole support, and they run up against a few enemies in a row without benefit of a short rest, and those enemies all smack them with a lot of AE save:1/2 attacks. They have no way of recovering, and get TPK'd. So the hypothetical class is both abjectly broken, /and/ an inadequate replacement for a more versatile cleric. You could balance the hypothetical class, but you would still 'need a healer,' for the game to work as expected.

Balanced against some other choice, sure. There's a point at which a given damage-mitigation ability is balanced with a given hp-restoration ability - both are viable, but not identical or fungible, and choosing between the two becomes a meaningful decision, one that's informed by the situation.

So, if you had an all-healing class and an all-damage-mitigation class in the game, and no class with both, you could balance those classes - and the game would probably work best with both classes in the party. But, if you added a third class - like the Cleric or Bard - that could choose freely between healing & mitigation, than having a couple of them would be better than having one each of the two hypothetical classes.

Because versatility has value.

Nobody disagrees that versatility has value, but you're basically arguing "different is inferior" and then adding versatility has value as though that's the conclusion to your argument.

Regardless. There's plenty of room for both mitigation and healing. If be fine with any combination thereof. And if healing is the thing holding back a warlord, I'm fine paying that price to get it.
 

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