D&D 5E (2014) I don't actually get the opposition for the warlord... or rather the opposition to the concept.

Couldn't we have a mechanic not-explicitly-named-inspiration that healed (somehow) but we just didn't bother explaining the mechanism?
Or give multiple explanations of varying degrees of magic to let people choose.

The catch is, its possible to have a warlord without martial healing..
According to the poll, some people want a martial healer, and some don't want any healing, and there's plenty of opinions in between.

So having a few healing maneuvers, that you can take or leave, works. Same as spellcasters. Clerics can take either Cure Wounds, Aid, Bless, or Guiding Bolt.

Warlord can take either inspiring word, rally, command presence (aura), or lead the attack.
 

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There is a reason the class doesn't exist but it is called edition warring if we state it. Its purely a popular vote. The warlord could not break the 10% mark of people caring that was the threshold they used if they were annoying people in the D&D surveys. Hell it did not even break 5%.

We all know how 4E was received some people just don't want to admit it. Jonathan Tweet does though.

https://www.reddit.com/r/IAmA/comments/3oq1iy/im_rpg_designer_jonathan_tweet_lead_designer_on/

The warlord is the poster child for 4E. I don't care if the Warlord exists as a class but it couldn't really be in a PHB (at least if you want to sell said PHB), and it can't be legal for AL.

Didn't they have to errata the Warlord because players were using in the the AL to more or less boss others around? Its an anti social class in a social game. Works well in groups where everyone is on the same page I suppose. Hell I had a player who told me not to bless them because I reminded them about the bless dice to hit. I imagine it could get worse with warlords handing out attacks and things like that.
 

The catch is, its possible to have a warlord without martial healing.

It is possible to have a class called "Warlord" which lacks that mechanic, yes. Is it possible for that class to actually work, to make for a playable game? *That* I am not convinced of--and, in fact, am pretty anti-convinced, based on my experience of playing 5e. If you don't have actual healing, you cannot adventure prior to level 3. It's flat-out impossible, unless you're okay with taking 1d4 hours' break *at least* every other combat, and typically after every combat.

Warlords could grant temporary hit points, reduce damage, grant resistance, maximise hit dice healing, or hand out extra hit dice. All of which skirt around the issue of hit points as energy while serving much the same function as healing: extending the adventuring day and allowing for more or longer encounters.

Except that, as others have stated numerous times at least elsewhere, you cannot regain HP via Hit Dice if you are unconscious (because you can't take a short rest while unconscious, IIRC?). I have seen literally every single person in my 5e group knocked to 0 HP during combat (except myself), multiple times, and we've only had three sessions. We're not talking (all) crazy-tough combats either; we're talking "four zombies" or "a gaggle of zombie-hands." If we had to wait 1d4 (or, several times, highest 1 of 2d4 or even 3d4) hours after every combat, the game would move at an unplayable pace. As it is, we have literally no characters who can't (theoretically) heal (Ranger, Druid, Paladin, Cleric, and my Bard), so the meat-grinder hasn't been too much of a problem...but we still lose people constantly.

That's the big issue. It's asking DMs to accept WotC working on a class and mechanic a lot of people don't want, one that changes an assumption of the game, at the expense of other options, while knowing its not necessary.

One: You keep using that argument, "a lot of people," with literally no data to back it up. You might want to stop doing that. The only people who might know whether "a lot" don't want it are WotC, and at least during the playtest, they didn't care if a lot of people didn't want it. I can get you Mearls' tweet on the subject, if you're interested.
Two: It is not "at the expense of other options." Literally every single person I have seen speak even remotely positively about the Warlord wants some healing, and some mitigation--which would cover all the other mechanics you've described. The only data on that particular subject that even remotely resembles what you're talking about is the "How much healing, how much mitigation" poll--and only one person has voted for 100% healing. Admittedly, the poll isn't real great--even by forum standards--because only 23 people have voted...but it still casts a pretty significant shadow over your argument as it applies to people on this temporary subforum. Where are you getting the idea that this must be "at the expense of" other options?

And instead of letting DMs choose what content they want, its pushing them to choose, and for mechanical reasons and not story reasons.

I don't see why I should care about that. I really don't.

If I don't like something can I ignore it? Kinda. But the counter is, if they want actual healing and not temp HP, can't they ignore the word "temp" and just houserule the warlord to heal?

No.

The difference is that they have to change known text in known powers while I have to be aware any monster, scene in any adventure, feat, or new subclass could include martial healing.

False, false, and false. You don't have to know any of that. I fully expected this argument to pop up. You don't need to be this hyper-omniscient deity of 5e combats. You don't need some farcically great understanding of the options in the game. That's utterly ridiculous. All you need is to have a product in front of you, look at whether it does or doesn't include a thing you don't like, and then decide what to do about it. Just like you would have to do with the official Warlord class.

It's literally not different. Trying to make it out like you need to be the Transcendent One to deal with a few possible things--in books you may never even own, adventures you may never even run--is reaching of the worst kind.

There is a reason the class doesn't exist but it is called edition warring if we state it. Its purely a popular vote. The warlord could not break the 10% mark of people caring that was the threshold they used if they were annoying people in the D&D surveys. Hell it did not even break 5%.

It's pretty difficult to break 5% when there are 17 options (one of which is "Not sure"). When the four most popular options (Wizard, Rogue, Fighter, Ranger) account for 42% of the vote all by themselves, it's pretty much impossible. By your standard, then, we should not have the following classes: Barbarian (2%), Druid (4%, fewer votes than Warlord), Monk (4%, more votes than Warlord), Psion/psionicist (4%, more votes than Warlord), Sorcerer (4%, more votes than Warlord), or Warlock (3%). Yet all but one of these classes appeared in the PHB--and three of them were less popular than the Warlord.

The "argumentum ad populum" just doesn't hold up, from the minimal official data we have available to us. This is part of why I have argued, here and elsewhere, that the Warlord fell between the cracks of iterative design: its bits were made under assumptions valid during the early design drafts, and a slow process of change eliminated those assumptions one by one until the final document no longer really achieved the aims they originally set out for--but because they only realized this in the final six-eight months of the playtest, they simply didn't have time to fix it. Their silence on the matter, IMO, reflects their desire to do something, but their unwillingness to get people "hyped" about it and risk disappointing them later. Just like how they've kept extremely quiet about any new book releases until shortly (4-5 months at most) before they come out. It's all part of their new release strategy: say nothing, hint at nothing, imply nothing, until you have an actual book--and don't make books more often than once every 6 months or so at most.

Note: the poll page was eliminated by the forum software change at WotC, so the link is to the Internet Archive. It takes a little while to load, so give it a minute or so.

We all know how 4E was received some people just don't want to admit it. Jonathan Tweet does though.

https://www.reddit.com/r/IAmA/comments/3oq1iy/im_rpg_designer_jonathan_tweet_lead_designer_on/

And yet 13th Age is far more like 4e than 5e ever was. It's still a different game, and I really strongly dislike some parts of it from reading them (I *still* cannot understand how the "range bands" thing works when fighting groups!), but it learned more from the good things in 4e than 5e did, hands-down. And y'know what was added with the very first "new player content" book for 13A...?

The warlord is the poster child for 4E. I don't care if the Warlord exists as a class but it couldn't really be in a PHB (at least if you want to sell said PHB), and it can't be legal for AL.

Well, you already got the first thing. Not sure why the second thing is such a big deal?

Didn't they have to errata the Warlord because players were using in the the AL to more or less boss others around? Its an anti social class in a social game. Works well in groups where everyone is on the same page I suppose. Hell I had a player who told me not to bless them because I reminded them about the bless dice to hit. I imagine it could get worse with warlords handing out attacks and things like that.

LOLwhut??

Are you serious? No, that's not at all what happened. The bigger question is, would you believe me if I told you the actual reason? Or would you continue this ridiculous line of defamation (I would say "ad hominem" but "Warlord" is a concept, not a person) when this precise situation, and what caused it, has already been described in numerous Warlord threads before, on this very site?
 

It is possible to have a class called "Warlord" which lacks that mechanic, yes. Is it possible for that class to actually work, to make for a playable game? *That* I am not convinced of--and, in fact, am pretty anti-convinced, based on my experience of playing 5e. If you don't have actual healing, you cannot adventure prior to level 3. It's flat-out impossible, unless you're okay with taking 1d4 hours' break *at least* every other combat, and typically after every combat.



Except that, as others have stated numerous times at least elsewhere, you cannot regain HP via Hit Dice if you are unconscious (because you can't take a short rest while unconscious, IIRC?). I have seen literally every single person in my 5e group knocked to 0 HP during combat (except myself), multiple times, and we've only had three sessions. We're not talking (all) crazy-tough combats either; we're talking "four zombies" or "a gaggle of zombie-hands." If we had to wait 1d4 (or, several times, highest 1 of 2d4 or even 3d4) hours after every combat, the game would move at an unplayable pace. As it is, we have literally no characters who can't (theoretically) heal (Ranger, Druid, Paladin, Cleric, and my Bard), so the meat-grinder hasn't been too much of a problem...but we still lose people constantly.



One: You keep using that argument, "a lot of people," with literally no data to back it up. You might want to stop doing that. The only people who might know whether "a lot" don't want it are WotC, and at least during the playtest, they didn't care if a lot of people didn't want it. I can get you Mearls' tweet on the subject, if you're interested.
Two: It is not "at the expense of other options." Literally every single person I have seen speak even remotely positively about the Warlord wants some healing, and some mitigation--which would cover all the other mechanics you've described. The only data on that particular subject that even remotely resembles what you're talking about is the "How much healing, how much mitigation" poll--and only one person has voted for 100% healing. Admittedly, the poll isn't real great--even by forum standards--because only 23 people have voted...but it still casts a pretty significant shadow over your argument as it applies to people on this temporary subforum. Where are you getting the idea that this must be "at the expense of" other options?



I don't see why I should care about that. I really don't.



No.



False, false, and false. You don't have to know any of that. I fully expected this argument to pop up. You don't need to be this hyper-omniscient deity of 5e combats. You don't need some farcically great understanding of the options in the game. That's utterly ridiculous. All you need is to have a product in front of you, look at whether it does or doesn't include a thing you don't like, and then decide what to do about it. Just like you would have to do with the official Warlord class.

It's literally not different. Trying to make it out like you need to be the Transcendent One to deal with a few possible things--in books you may never even own, adventures you may never even run--is reaching of the worst kind.



It's pretty difficult to break 5% when there are 17 options (one of which is "Not sure"). When the four most popular options (Wizard, Rogue, Fighter, Ranger) account for 42% of the vote all by themselves, it's pretty much impossible. By your standard, then, we should not have the following classes: Barbarian (2%), Druid (4%, fewer votes than Warlord), Monk (4%, more votes than Warlord), Psion/psionicist (4%, more votes than Warlord), Sorcerer (4%, more votes than Warlord), or Warlock (3%). Yet all but one of these classes appeared in the PHB--and three of them were less popular than the Warlord.

The "argumentum ad populum" just doesn't hold up, from the minimal official data we have available to us. This is part of why I have argued, here and elsewhere, that the Warlord fell between the cracks of iterative design: its bits were made under assumptions valid during the early design drafts, and a slow process of change eliminated those assumptions one by one until the final document no longer really achieved the aims they originally set out for--but because they only realized this in the final six-eight months of the playtest, they simply didn't have time to fix it. Their silence on the matter, IMO, reflects their desire to do something, but their unwillingness to get people "hyped" about it and risk disappointing them later. Just like how they've kept extremely quiet about any new book releases until shortly (4-5 months at most) before they come out. It's all part of their new release strategy: say nothing, hint at nothing, imply nothing, until you have an actual book--and don't make books more often than once every 6 months or so at most.

Note: the poll page was eliminated by the forum software change at WotC, so the link is to the Internet Archive. It takes a little while to load, so give it a minute or so.



And yet 13th Age is far more like 4e than 5e ever was. It's still a different game, and I really strongly dislike some parts of it from reading them (I *still* cannot understand how the "range bands" thing works when fighting groups!), but it learned more from the good things in 4e than 5e did, hands-down. And y'know what was added with the very first "new player content" book for 13A...?



Well, you already got the first thing. Not sure why the second thing is such a big deal?



LOLwhut??

Are you serious? No, that's not at all what happened. The bigger question is, would you believe me if I told you the actual reason? Or would you continue this ridiculous line of defamation (I would say "ad hominem" but "Warlord" is a concept, not a person) when this precise situation, and what caused it, has already been described in numerous Warlord threads before, on this very site?

The other classes had stronger legacy support and do not carry the negative connotation of the Warlord. If it was that popular WoTC would have put it in. You could boycott WoTC over it but by all accounts 5E has been a smash hit especially when compared with 4E. The other classes have been in 3 editions of D&D, the Warlord only one and it has never really been able to win a popularity contest in most polls.

Mearls indicated the Valor Bard and Battlemaster fighter represent the warlord. Even Tweet has outright said a disaster happened and the Warlrod is the poster child of that disaster as it is associated with the hard coded aspects of 4E. I'm not opposed to the class existing but thread crapping numerous forums about it won't change WotC minds. Boycott 5E if you liked, worked to sink the last edition. If there are enough people who care we'll have a warlord very soon right?

The Warlord is a lightning rod that's all it is. Even the risk of it driving away more people than what it would appeal seems to have panned out. Complaining about it 2 years ago during the playtest didn't change their minds, doing so now won't either. You might get one one day but its not in the PHB and I doubt it will be legal for AL. I have classes from other editions I would like to see updated, not that hurt if they don't get them right now.
 
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It is possible to have a class called "Warlord" which lacks that mechanic, yes. Is it possible for that class to actually work, to make for a playable game? *That* I am not convinced of--and, in fact, am pretty anti-convinced, based on my experience of playing 5e. If you don't have actual healing, you cannot adventure prior to level 3. It's flat-out impossible, unless you're okay with taking 1d4 hours' break *at least* every other combat, and typically after every combat.
I don't see why it wouldn't work.

If a character receives temporary hit points, that's damage they're not taking. That's healing they don't need. Ditto negating damage from a parry or a block. And, unlike healing, you're not knocked down. You won't have to burn half your movement standing up, and might not lose a turn to act before you're healed. Which means more damage to the enemies, faster combat, and potentially less damage inflicted to the rest of the party. That sounds pretty badass.

There are certainly pros and cons to both, but the net result is the same as healing: more time adventuring.

Also "impossible" is a curious choice of words, as it takes only a single example to disprove.

Except that, as others have stated numerous times at least elsewhere, you cannot regain HP via Hit Dice if you are unconscious (because you can't take a short rest while unconscious, IIRC?). I have seen literally every single person in my 5e group knocked to 0 HP during combat (except myself), multiple times, and we've only had three sessions. We're not talking (all) crazy-tough combats either; we're talking "four zombies" or "a gaggle of zombie-hands." If we had to wait 1d4 (or, several times, highest 1 of 2d4 or even 3d4) hours after every combat, the game would move at an unplayable pace. As it is, we have literally no characters who can't (theoretically) heal (Ranger, Druid, Paladin, Cleric, and my Bard), so the meat-grinder hasn't been too much of a problem...but we still lose people constantly.
That's an unrelated issue and more a rule problem, that there's no bring a fallen ally back into the fight without healing magic. Of course, the same could be said about 3e or 4e; if you used your second wind and the healer burned their two healing words then a PC was just out for the count. There's no hard rule that an unconscious character is taking a short rest.

You're lucky everyone in your party can heal. My party only has the one healer (my bard) who often gets knocked down. When he goes down he's not getting back up again easily.

One: You keep using that argument, "a lot of people," with literally no data to back it up. You might want to stop doing that. The only people who might know whether "a lot" don't want it are WotC, and at least during the playtest, they didn't care if a lot of people didn't want it. I can get you Mearls' tweet on the subject, if you're interested.
Two: It is not "at the expense of other options." Literally every single person I have seen speak even remotely positively about the Warlord wants some healing, and some mitigation--which would cover all the other mechanics you've described. The only data on that particular subject that even remotely resembles what you're talking about is the "How much healing, how much mitigation" poll--and only one person has voted for 100% healing. Admittedly, the poll isn't real great--even by forum standards--because only 23 people have voted...but it still casts a pretty significant shadow over your argument as it applies to people on this temporary subforum. Where are you getting the idea that this must be "at the expense of" other options?
Curious how you insist that I'm not allowed to say "a lot of people" without data to back it up, but you're allowed to say "every person I speak to" without data? And imply that WotC axed the warlord even if/despite lots of people liked the class and wanted one?
(I would like to see that tweet BTW.)

And it very much is at the expense of other options. Even if everyone wants it, there are only so many options a class has, especially at level one. The warlord will only get so many warlordy powers, and if they're a primary healer that's remotely comparable to the cleric, that means they lose a heck of a lot of options that are warlord-specific.
Warlord can theoretically: grant attacks, grant movement, improve initiative, grant new saving throws, grant attack bonuses, and potentially heal. At first level they get two. If they heal that halves their unique warlord abilities, the stuff that they can do and no other class can, in favour of some generic healing mandated by the design conventions of an irrelevant edition.

My argument is that everyone who likes the warlord is not some gestalt hive mind and there's some variability. And that one of the sticking points regarding the warlord is martial healing. Removing overt healing in combat in favour of damage mitigation and out of combat healing might diminish the warlord hate and bring people on the fence into the pro-warlord camp.

I don't see why I should care about that. I really don't.
Because it's better for the health of the community if compromises are sought and the most people possible are made happy?

So the non-warlord fans non-martial healers have to suck it up and accept a healing warlord without any compromise. That's where I have the issue. To get anything done in the world there needs to be a compromise a back and forth.
The warlord haters need to accept that there can be a warlord and they can ignore it if they want. But that works best if the warlord supporters budge on martial healing. The warlord fans get a warlord that works just fine with a couple strokes of a black pen in their book removing the word "temporary" and the warlord wary get a class that doesn't affect the rest if the game. Oh, and the people who accepting of the warlord as a concept or are willing to say "yes" if their playes want to play it but don't like martial healing (yo) will actually have a warlord they can use.

That way everyone wins!

False, false, and false. You don't have to know any of that.
(I'll ignore the tone)
Do I not know that? Sure I do. If I hate the idea of martial healing, if I want hp in my game to not be entirely defined as energy, then the warlord and martial healing change that assumption for the entire game regardless of whether or not they're used. That becomes the new status quo, the defauly assumption for how healing work because an assumed class uses that. It sure did for 4e. They even changed clerical healing in Essentials to be more energy and vigor than wounds.

If I ban the warlord for including martial healing I have no way of knowing where martial healing will pop up in the game next. In the same way a couple monsters use something akin to superiority dice and they've added it to the ranger. Mechanics get reused. And healing is much more prevalent than superiority dice.

I fully expected this argument to pop up. You don't need to be this hyper-omniscient deity of 5e combats. You don't need some farcically great understanding of the options in the game. That's utterly ridiculous. All you need is to have a product in front of you, look at whether it does or doesn't include a thing you don't like, and then decide what to do about it. Just like you would have to do with the official Warlord class.

It's literally not different. Trying to make it out like you need to be the Transcendent One to deal with a few possible things--in books you may never even own, adventures you may never even run--is reaching of the worst kind.
Except if you're making changes to the warlord class you know exactly where to look: the warlord class. When having to change other instances of martial healing you just don't know.

Plus, it's also easier to add things than take away. If you houserule a warlord to heal instead of granting temp hp you seem like an awesome DM (even if temp hp are functionally equal). If you take away healing and replace with temp hp it seems mean (again, despite the rough equivalence).
And it works with the design goals of 5e by being modular and customization. A healing warlord messes with modularity, of which the rate of non-magical natural healing is an important dial. It stands out like a proud nail of noncomformity. A non-healing warlord works with the modularity and adapts to DMs who want more healing and those who want slower healing.

It's pretty difficult to break 5% when there are 17 options (one of which is "Not sure"). When the four most popular options (Wizard, Rogue, Fighter, Ranger) account for 42% of the vote all by themselves, it's pretty much impossible. By your standard, then, we should not have the following classes: Barbarian (2%), Druid (4%, fewer votes than Warlord), Monk (4%, more votes than Warlord), Psion/psionicist (4%, more votes than Warlord), Sorcerer (4%, more votes than Warlord), or Warlock (3%). Yet all but one of these classes appeared in the PHB--and three of them were less popular than the Warlord.
A poll on a blog that would likely only be seen by D&D on the seldom used WotC forums might not be the best example of market research, nor the most accuracy representation of the fanbase.
Especially when it was responded to by 6,799 people (assuming they couldn't vote multiple times). The 5e playtests were downloaded by 200,000 people, which is still a fraction of the audience.
 

i don't see how which editon the marshal was in affects anything.

merls tried to put in a warlord under the fighter. it has the majority of the features availible, except for insperational healing. theres insperational THP, and non-magical self healing, and you could pick up medic via one of the extra feats. nothing about his actions says he didn't want a warlord in 5e. he simply missed the mark, like he did with the ranger.

sure it's not the most popular class, but it's not the least either. working out the psion, which was only a few points behind, makes sense. since there's at least a partial warlord, but no partial psion.


but none of that really matters. the question is what is the best way to make a marshal for 5e?
 

There are certainly pros and cons to both, but the net result is the same as healing: more time adventuring.

Also "impossible" is a curious choice of words, as it takes only a single example to disprove.

Alright. I'll grant you "impossible" may be hyperbolic. But given that my character literally died tonight, facing what was supposed to be an at-level encounter, and only survived because (a) my fellow-players were very kind and (b) my DM was extremely, changing-the-game lenient, convinces me that a lack of REAL healing is a (literal) death sentence. Even when most of the people in our party have +1 or +2 Con mods, it takes just two normal hits for any of us to go down. Are you really suggesting that people are going to be able to hand out enough THP to double the pools available to their allies? And that they'll be able to do it often enough, regularly enough, that even when the party is at (say) half-to-2/3 resources, a fight can break out and it won't leave most of the party lying on the floor, unable to roll HD because they're at 0 HP and can't get up for 1d4 hours?

After level 4ish, I can see it. Damage dice and number of attacks generally don't scale fast enough to make it a serious issue at that point--HD being generally as large as, or larger than, weapon dice. But at level 2 or 3, when characters are in the mid-teens for HP if they're beefy? A single crit can put someone on the ground. (God knows I've seen it happen multiple times already, and I've only played four sessions.) Two or three perfectly normal hits can do it. And when this can happen to multiple people in a single round...what can THP do about that, unless they're so massive that levels 1-3 become a cakewalk and thus you've made the class overpowered?

There's no hard rule that an unconscious character is taking a short rest.

No, that's exactly what I'm talking about. You cannot take a short rest while at 0 HP--you can't do anything at all, because you are Incapacitated. Thus, if *any* character is knocked unconscious for any reason, in a party that doesn't have the ability to restore HP, the whole group must wait 1d4 hours before that character can take actions again, and can thus spend HD.

You're lucky everyone in your party can heal. My party only has the one healer (my bard) who often gets knocked down. When he goes down he's not getting back up again easily.

This is exactly what I was talking about, except worse, because at least you have a person who can get people back, whether in or out of fights. A Warlord that absolutely cannot restore any HP except by Hit Dice is a warlord that cannot do anything about an unconscious ally until they've completed the 1d4 hours of unconsciousness, and then taking another hour for a short rest.

Curious how you insist that I'm not allowed to say "a lot of people" without data to back it up, but you're allowed to say "every person I speak to" without data? And imply that WotC axed the warlord even if/despite lots of people liked the class and wanted one?

Because you are speaking of a silent majority whom you have had no contact with. I am speaking only and specifically of people on this forum, who have directly spoken on the subject. The data is the posts available. Conveniently, the vast majority of them have been collected in this temporary subforum for you to peruse at your leisure.

(I would like to see that tweet BTW.)

Mike Mearls: "The fighter warlord is martial and includes healing - we assume that if you want that in your campaign, you're cool with that." I'll note, as I said earlier, that this was from relatively late in the playtest, August 27, 2013--but the lead developer was 100% okay with providing an option that people could decide if they wanted it in their campaigns or not.

And it very much is at the expense of other options. Even if everyone wants it, there are only so many options a class has, especially at level one. The warlord will only get so many warlordy powers, and if they're a primary healer that's remotely comparable to the cleric, that means they lose a heck of a lot of options that are warlord-specific.

Well, I fundamentally disagree that including modest healing--I don't think it needs to be even 50% what a baseline Cleric can do, e.g. one who spends a meaningful portion of slots on it--"drives out" the other options. Some amount of HP restoration is necessary to avert the "waiting [highest 1 of Nd4]+1 hours after every fight, where N is the number of characters knocked unconscious in that fight" problem. THP cannot guarantee that won't happen. I would know. I was on the receiving end of 3 attack rolls per round tonight--from a so-called CR 2 opponent (with, I might add, 65 average HP). This modest healing can be in addition to all sorts of other things, which could include both baked-in features and flexible/à la carte options as well.

Warlord can theoretically: grant attacks, grant movement, improve initiative, grant new saving throws, grant attack bonuses, and potentially heal. At first level they get two. If they heal that halves their unique warlord abilities, the stuff that they can do and no other class can, in favour of some generic healing mandated by the design conventions of an irrelevant edition.

I'll give the response so glibly given by others, when I complained about just this problem during the playtest: "The first few levels go by quickly--if you want to have ALL the stuff you like, start at a higher level!"

My concerns at this point have nothing to do with 4e, and everything to do with my experience of 5e combat as being a complete meatgrinder. We have had exactly one combat thus far that didn't knock at least one person unconscious, in five sessions. What can a Warlord do about that? Can THP actually solve this problem, without being horribly broken, which people claim to want to avoid by not allowing healing on Warlords?

My argument is that everyone who likes the warlord is not some gestalt hive mind and there's some variability. And that one of the sticking points regarding the warlord is martial healing. Removing overt healing in combat in favour of damage mitigation and out of combat healing might diminish the warlord hate and bring people on the fence into the pro-warlord camp.

Because it's better for the health of the community if compromises are sought and the most people possible are made happy?

So the non-warlord fans non-martial healers have to suck it up and accept a healing warlord without any compromise. That's where I have the issue. To get anything done in the world there needs to be a compromise a back and forth.
The warlord haters need to accept that there can be a warlord and they can ignore it if they want. But that works best if the warlord supporters budge on martial healing. The warlord fans get a warlord that works just fine with a couple strokes of a black pen in their book removing the word "temporary" and the warlord wary get a class that doesn't affect the rest if the game. Oh, and the people who accepting of the warlord as a concept or are willing to say "yes" if their playes want to play it but don't like martial healing (yo) will actually have a warlord they can use.

That way everyone wins!

The problem you're facing here is that Warlord fans have already made substantial sacrifices. The class will never be core. Never, ever, ever. It cannot ever be included in the PHB--that is an open and shut case. Add to that other very meaningful compromises--the "open interpretation" compromise, the frequent offers of stuff like "put a disclaimer on it advising that it's not for all campaigns and may not be allowed by all official AL DMs"--and this starts to sound more like "give up everything, again, because the side that already got everything it wanted up to this point still isn't satisfied."

I agree that compromises are a good thing. But the reality of 5e low-level combat is simple: meatgrinder. You face a combat even 1 CR above APL, and you're in for a world of hurt. You face such a combat when you're already low on resources? You're gonna have people die. (I would know. Again, my Bard should have, and only extreme DM lenience and group-member kindness changed that.) What can the absolutely, dogmatically, eternally "healing"-free Warlord do about that?

Do I not know that? Sure I do. If I hate the idea of martial healing, if I want hp in my game to not be entirely defined as energy, then the warlord and martial healing change that assumption for the entire game regardless of whether or not they're used.

Martial healing doesn't make HP be defined that way. That's an oft-repeated sentiment, but it doesn't bear out. It makes some HP be that way--in other words, it's actually possible for HP to be inspiration again. Otherwise, ALL HP *cannot* be Inspiration. They can only come from magic or poultices. How is *that* a compromise?

If I ban the warlord for including martial healing I have no way of knowing where martial healing will pop up in the game next. In the same way a couple monsters use something akin to superiority dice and they've added it to the ranger. Mechanics get reused. And healing is much more prevalent than superiority dice.

And each time those things come up, you, as DM, can choose not to use them. You don't need to have absolute omniscience, you don't need to foresee every single appearance decades before they happen. If a thing appears, you--in your preparations before the session, because 5e requires DM involvement, due to its DM Empowerment! after all--decide whether or not to use it as it is, ignore it, call it a form of magic, or whatever else. Just like what will 100% guaranteed happen with psionic abilities, even though those are already officially going to exist.

Plus, it's also easier to add things than take away. If you houserule a warlord to heal instead of granting temp hp you seem like an awesome DM (even if temp hp are functionally equal). If you take away healing and replace with temp hp it seems mean (again, despite the rough equivalence).

It may be ever-so-slightly easier on you as the DM. It's vastly--I would argue infinitely--harder for the player. Because, at least in my experience, convincing a DM to do something that isn't in the book? Almost impossible if they have even the slightest resistance--which can simply be "why is that necessary?" You, as the DM, already need to vet and review basically all monsters anyway, because the CR system fundamentally depends on you fixing its wobbles. Players, on the other hand, are at the mercy of their DMs for getting the kinds of changes you advocate--and that mercy, IME, is both rare and thin.

And it works with the design goals of 5e by being modular and customization. A healing warlord messes with modularity, of which the rate of non-magical natural healing is an important dial. It stands out like a proud nail of noncomformity. A non-healing warlord works with the modularity and adapts to DMs who want more healing and those who want slower healing.

An optional class messes with modularity? What even does "modularity" mean anymore?

A poll on a blog that would likely only be seen by D&D on the seldom used WotC forums might not be the best example of market research, nor the most accuracy representation of the fanbase.

It's official, and it's the best data we've got. It's not perfect, to be sure, but it's something. Your appeals to a silent majority contain no data at all, flawed or otherwise.

Especially when it was responded to by 6,799 people (assuming they couldn't vote multiple times). The 5e playtests were downloaded by 200,000 people, which is still a fraction of the audience.

And you have acquired WotC's data about them how, exactly? Less glibly, yes, there were way more people who participated--at one point or another--in the playtest. Some dropped out early, some came in late, some participated intermittently, some merely downloaded and never played, etc. But you have no ability whatsoever to meaningfully talk about the opinions of that 200,000-person group. We can, however, meaningfully discuss the ~6800 people who voted on that WotC poll. And since someone *else* brought up the "it couldn't even graze 5%" rule, it's not even like I'm the one who entered this data into the discussion in the first place!
 
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Alright. I'll grant you "impossible" may be hyperbolic. But given that my character literally died tonight, facing what was supposed to be an at-level encounter, and only survived because (a) my fellow-players were very kind and (b) my DM was extremely, changing-the-game lenient, convinces me that a lack of REAL healing is a (literal) death sentence. Even when most of the people in our party have +1 or +2 Con mods, it takes just two normal hits for any of us to go down. Are you really suggesting that people are going to be able to hand out enough THP to double the pools available to their allies? And that they'll be able to do it often enough, regularly enough, that even when the party is at (say) half-to-2/3 resources, a fight can break out and it won't leave most of the party lying on the floor, unable to roll HD because they're at 0 HP and can't get up for 1d4 hours?

After level 4ish, I can see it. Damage dice and number of attacks generally don't scale fast enough to make it a serious issue at that point--HD being generally as large as, or larger than, weapon dice. But at level 2 or 3, when characters are in the mid-teens for HP if they're beefy? A single crit can put someone on the ground. (God knows I've seen it happen multiple times already, and I've only played four sessions.) Two or three perfectly normal hits can do it. And when this can happen to multiple people in a single round...what can THP do about that, unless they're so massive that levels 1-3 become a cakewalk and thus you've made the class overpowered?
Low levels is a very different game. And not knowing the details or your game - which seems to form your opinion on healing - I cannot really comment.
My game tends to be deadly as well, but the DM likes to go for hard challenges in every fight, likely pushing 2-3 deadly encounters in a row with little to no time for a short rest. I'm not willing to make a judgement call on healing in that regard.

No, that's exactly what I'm talking about. You cannot take a short rest while at 0 HP--you can't do anything at all, because you are Incapacitated. Thus, if *any* character is knocked unconscious for any reason, in a party that doesn't have the ability to restore HP, the whole group must wait 1d4 hours before that character can take actions again, and can thus spend HD.
Which seems like a rule problem more than a reason for a brand new class. A sage advice answer.
Because adding another class won't solve the problem of a table where no one wanted to play the healer, because no one will still want to play the healer.
And it still doesn't help matters if the healer - cleric or warlord - is the one unconscious.

This is exactly what I was talking about, except worse, because at least you have a person who can get people back, whether in or out of fights. A Warlord that absolutely cannot restore any HP except by Hit Dice is a warlord that cannot do anything about an unconscious ally until they've completed the 1d4 hours of unconsciousness, and then taking another hour for a short rest.
Here's the thing: the warlord might arguably need some way to get fallen allies back into the fight. But does that need to restore health? And does it need to be the same ability as their potential moral boosting inspiration?
Could warlords have a "bandage wounds" class feature that lets them restore 1d6 with a healers kit? Or a special feature that once per day a creature with temporary hit points granted by the warlord can act even if they're at 0 hp?

One ability I've been proposing for a while is that a warlord, during a short rest, can grant out bonus Hit Dice to be spent like regular Hit Dice. Which could also help. That could be phrased to include just the warlord taking a short rest.

Mike Mearls: "The fighter warlord is martial and includes healing - we assume that if you want that in your campaign, you're cool with that." I'll note, as I said earlier, that this was from relatively late in the playtest, August 27, 2013--but the lead developer was 100% okay with providing an option that people could decide if they wanted it in their campaigns or not.
IIRC, August 2013 was 2/3 through the playtest. Since they didn't finalize things until early 2014. Evidently he changed his mind.

Well, I fundamentally disagree that including modest healing--I don't think it needs to be even 50% what a baseline Cleric can do, e.g. one who spends a meaningful portion of slots on it--"drives out" the other options. Some amount of HP restoration is necessary to avert the "waiting [highest 1 of Nd4]+1 hours after every fight, where N is the number of characters knocked unconscious in that fight" problem. THP cannot guarantee that won't happen. I would know. I was on the receiving end of 3 attack rolls per round tonight--from a so-called CR 2 opponent (with, I might add, 65 average HP). This modest healing can be in addition to all sorts of other things, which could include both baked-in features and flexible/à la carte options as well.
If you're taking 65 points of damage each round, no combat healing short of a 6th level heal spell is going to stop you going down. Combat healing is a trap as you need to spend two spells to keep up with a single round of damage. Cleric healing in no way keeps up with damage.

A warlord inspiring people should be equivalent to a healing word spell healing 1d4 (+1d4 every odd level). That's nothing. But is still equivalent to a 1st level spell slot. Unless a warlord is healing that amount at 5 ft or is just healing their Int modifier it's not going to be significantly less potent than the cleric.

Since temporary hp won't last outside of a fight (or two rapid fights), a warlord could theoretically do *more* than a cleric. A 1d10 or 2d6. Or they could reduce damage by a similar amount.

My concerns at this point have nothing to do with 4e, and everything to do with my experience of 5e combat as being a complete meatgrinder. We have had exactly one combat thus far that didn't knock at least one person unconscious, in five sessions. What can a Warlord do about that? Can THP actually solve this problem, without being horribly broken, which people claim to want to avoid by not allowing healing on Warlords?
If your table with 4 healers is finding it a meatgrinder, what could a balanced warlord do to change that? What could they do that any other healer could not? It'd *still* be a meatgrinder. If the warlord makes the game not a meatgrinder, then they're not balanced with the other leader/healer classes.
(But low level 5e was designed to be a bit of a meatgrinder, so that sounds like it's working as intended. Old school feel and all. )

Theoretically, if played correctly, a warlord with thp would be just as effective as healing.

The problem you're facing here is that Warlord fans have already made substantial sacrifices. The class will never be core. Never, ever, ever. It cannot ever be included in the PHB--that is an open and shut case. Add to that other very meaningful compromises--the "open interpretation" compromise, the frequent offers of stuff like "put a disclaimer on it advising that it's not for all campaigns and may not be allowed by all official AL DMs"--and this starts to sound more like "give up everything, again, because the side that already got everything it wanted up to this point still isn't satisfied."
They didn't make that sacrifice. It was made for them. There was nothing voluntary about it. So it's a poor example of a compromise. And if the class is released in a splatbook, warlord fans will buy that book, and the sacrifice is largely negligible. Ditto the disclaimer argument, as people who want the warlord lose nothing by a line of text saying it's non-mandtaory. (Although, for reasons I'll get into later, I don't see that working.)

I agree that compromises are a good thing. But the reality of 5e low-level combat is simple: meatgrinder. You face a combat even 1 CR above APL, and you're in for a world of hurt. You face such a combat when you're already low on resources? You're gonna have people die. (I would know. Again, my Bard should have, and only extreme DM lenience and group-member kindness changed that.) What can the absolutely, dogmatically, eternally "healing"-free Warlord do about that?
Well... going above Challenge is discouraged by the DMG. So if you're not playing by the suggested encounter building guidelines, complaining about difficulty seems... curious.
And, again, facing an encounter low in resources will kill you regardless of classes in the game. Going into a fight with a tapped out warlord is just as bad. If the warlord is in any way balanced with the bard, had your character been a warlord things would have happened exactly the same.

Martial healing doesn't make HP be defined that way. That's an oft-repeated sentiment, but it doesn't bear out. It makes some HP be that way--in other words, it's actually possible for HP to be inspiration again. Otherwise, ALL HP *cannot* be Inspiration. They can only come from magic or poultices. How is *that* a compromise?
It's a compromise because there's a choice. And it's already in the game.

IF I wanted healing in my game to be inspirational, I can add the second wind rules module from the DMG and describe damage as more scratches and weariness. IF I want damage to be more meaty I can describe visceral hits and remove full healing overnight. The choice is in the hands of the DM and the rules modules.
If the warlord is in the game, then the rules modules cease to matter. It doesn't mean anything if you only gain 1 HD every day and have no other way to regain hp if after every night the warlord can give a jolly good rousing speech after a sleep and everyone heals. The DM has no option but to ban the entire class, even if they otherwise like the idea of a warlord, a commander class, or more martial classes.
And that is a problem.

The thing is, in a low magic game, something Game of Thrones, you want more options. If you're limiting classes, so having an extra choice is good for variety. But if that additional class goes against the feeling & tone you're trying to add to the game, then it's a false choice. As a martial class, the warlord *really* needs to be designed to work with modularity, to complement it rather than work against it.

Again, how hit points are defined should be the purview of the DM and rules modules and not a class.

And each time those things come up, you, as DM, can choose not to use them. You don't need to have absolute omniscience, you don't need to foresee every single appearance decades before they happen. If a thing appears, you--in your preparations before the session, because 5e requires DM involvement, due to its DM Empowerment! after all--decide whether or not to use it as it is, ignore it, call it a form of magic, or whatever else. Just like what will 100% guaranteed happen with psionic abilities, even though those are already officially going to exist.
That's awkward if I'm running a module and, at the table, I need to replace a monster. I need to replace one of the appropriate challenge that fits the terrain and cannot be one the PCs have fought too recently. I might need to do it within minutes.

It may be ever-so-slightly easier on you as the DM. It's vastly--I would argue infinitely--harder for the player. Because, at least in my experience, convincing a DM to do something that isn't in the book? Almost impossible if they have even the slightest resistance--which can simply be "why is that necessary?" You, as the DM, already need to vet and review basically all monsters anyway, because the CR system fundamentally depends on you fixing its wobbles. Players, on the other hand, are at the mercy of their DMs for getting the kinds of changes you advocate--and that mercy, IME, is both rare and thin.
So?
Yes, the players are at their mercy. If you trust your DM is this a problem? If you and your DM have shared opinions of the nature of hit points this shouldn't be an issue. If your DM disagrees and doesn't want martial healing, then the class existing won't help.

I'm not sure about your experience convincing a DM to go off book. I've never seen an experienced DM be afraid to add something or create a rule. But if that's a deal breaker, some conversion guides in a sidebar giving the exact math to swap temp hp to healing would make sense.

An optional class messes with modularity? What even does "modularity" mean anymore?
The "optional class" argument is kinda BS. Every class is functionally optional. The *only* classes that are assumed are the cleric, fighter, wizard, and rogue. And one of the few settings where a D&D class is excluded omits the cleric. (Dark Sun)
And all of those classes are optional and still manage not to mess with modularity.

A new class is highly unlikely to be "optional" in the game, not any more than any other class. A class takes longer to design and playtest than several playtests. Heck, the amount of testing required to see if all the content in the Sword Coast Adventurer's Handbook worked is likely less than is required for a full class with 2-4 subclasses. With that amount of work and investment of time and resources you'd darn well better believe they're assuming it will be used and will be legal in the Adventurer's League.
They're simply not going to do that if they suspect half of the tables are going to go "pass". That's simply NOT efficient use of their time and resources. Not when they could fill the same page count by with five or six subclasses in a quarter of the time.

It's official, and it's the best data we've got. It's not perfect, to be sure, but it's something. Your appeals to a silent majority contain no data at all, flawed or otherwise.
It's as official as a poll posted on a staff member's wordpress blog. As in not really that much at all. It has all the authority as a favourite class poll started by Morrus.

If the best data you have is heavily biased and non-representative, you're really better off with no data.

And you have acquired WotC's data about them how, exactly? Less glibly, yes, there were way more people who participated--at one point or another--in the playtest. Some dropped out early, some came in late, some participated intermittently, some merely downloaded and never played, etc. But you have no ability whatsoever to meaningfully talk about the opinions of that 200,000-person group. We can, however, meaningfully discuss the ~6800 people who voted on that WotC poll. And since someone *else* brought up the "it couldn't even graze 5%" rule, it's not even like I'm the one who entered this data into the discussion in the first place!
We know that of the 200,000 most stuck around through the entire process and the response rate for the surveys was high. And that the 200,000 would not include people who just played and didn't download, so the number of participants might be much higher.
And we know that after looking at all their data, the D&D team still decided a warlord subclass was fine for the fighter. If the demand had been strong enough, they would have compromised and added the class. They did on the warlock and sorcerer, which were going to be a subclass of magic user.
 

Spitballing here...on the question of granting temporary hit points versus restoring hit points like a magical healer, what if both were in the default class as mutually exclusive options? The description might say something like...

Class feature: healing. The warlord enables allies to press on in situations that might otherwise overwhelm them, making them able to withstand more damage. Choose one of the variants below.
Variant: Bolstering through Inspiration. The warlord grants temporary hit points to allies. (Maybe add something about how this is more appropriate for "gritty" campaigns because the warlord cannot rouse unconscious allies during combat?)
Variant: Restoring through Inspiration. The warlord restores hit points to allies. (Maybe add something about how this is more appropriate for "heroic" campaigns?)

Would that work as a compromise? It's modular--there are two modules that plug into the "warlord healing" socket, each one giving a different flavor to the class and fitting a slightly different campaign style. And neither one is the official default, leavings DMs free to specify one or both for their game settings. The details of what they can do might need to be tweaked (perhaps giving the Bolstering warlord something to make up for not being able to bring an ally to consciousness during combat), but if the mechanical details can be adjusted to everyone's satisfaction, would this work as a conceptual approach?
 
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I don't see why it wouldn't work.

If a character receives temporary hit points, that's damage they're not taking. That's healing they don't need.
There's a whole 'nother thread on the topic. Temp hps can never do the job of restoring hps, because they can't bring a fallen ally back from 0, and because, like other forms of damage-mitigation, they essentially require 'prescience' to grant to the right ally every time, or they're wasted.

There are certainly pros and cons to both, but the net result is the same as healing: more time adventuring.
There are. There are times when temp hps or damage mitigation are the better/more-efficient choice, and times when hp-restoration or condition removal are. Being able to do only one or the other makes you a strictly inferior support character and non-viable as the soul support contribution for a party, even having them in a fixed ratio instead of having flexibility leaves you a less desireable one.

Curious how you insist that I'm not allowed to say "a lot of people" without data to back it up, but you're allowed to say "every person I speak to" without data?
They are two very different claims. The latter, even though only relating an unveriviable anecdote from an anonymous person on the internet, is, ironically, the stronger the two. Both are far less compelling than, say, a survey result here on ENworld - and those surveys are statistically pretty worthless.


And it very much is at the expense of other options. Even if everyone wants it, there are only so many options a class has, especially at level one. The warlord will only get so many warlordy powers, and if they're a primary healer that's remotely comparable to the cleric, that means they lose a heck of a lot of options that are warlord-specific.
I have to strongly disagree. The cleric's healing comes mostly from his spell list. That list is expansive and highly varied, from offensive & defensive buffs, healing, damage mitigation, and other suport functions, to utility magic and rituals, to single target control, battlefield, control, and outright blasting.

The Warlord does need a wide range of goodies, but not quite as wide as the Cleric already has, there's nothing that would have to be 'given up' for the ability to restore hps.

Warlord can theoretically: grant attacks, grant movement, improve initiative, grant new saving throws, grant attack bonuses, and potentially heal.
A much smaller and more specific list than what any full caster could do. Not a problem.

My argument is that everyone who likes the warlord is not some gestalt hive mind and there's some variability. And that one of the sticking points regarding the warlord is martial healing. Removing overt healing in combat in favour of damage mitigation and out of combat healing might diminish the warlord hate and bring people on the fence into the pro-warlord camp.
It's not all-or-nothing like that. You can accommodate everyone who wants to play a Warlord, both those who want to play one that's an effective support character and can handle the 'healing burden' of restoring hps, and those who want to play one as an offensive-buffer or whatever else and eschew actual hp restoration, entirely. It's just a matter of making the class flexible and customizeable enough to do that - that'd be more flexible than any existing martial class, but less so than any of the full casters, so well with the range of possibilities that's workable for the game.

Because it's better for the health of the community if compromises are sought and the most people possible are made happy?
That's really begging the question, though. The OP was trying to understand the opposition to adding the Warlord, at all, which is an uncompromising position, to say the least. If you would never use the class, there's little reason to worry about how it's implemented. If you might use the class, and so might others who wanted different things out of it, a reasonable compromise would be to provide options that let you each build the character you want, rather than 'compromising' by taking away any feature that either of you object to, leaving neither of you with the ability to build the character you want.

So the non-warlord fans non-martial healers have to suck it up and accept a healing warlord without any compromise. That's where I have the issue.
A warlord that could restore hps, if the player chose the right option, would be a compromise.

Sure I do. If I hate the idea of martial healing
You don't have to use it. You can cut any Warlord ability that you feel 'heals' just like you did Second Wind. And HD.

If I ban the warlord for including martial healing I have no way of knowing where martial healing will pop up in the game next.
5e tends to recycle specifics like spells and mechanics, if you ban a spells, chances are that a creature with the same kind of magical ability will use that spell to model it, and there's nothing more you need to do. The same would likely be true of anything like Second Wind or Inspiring Word - if something in the future does the same thing, it'll probably just use the same mechanic. Even if it doesn't, it's no great effort to cut it, as well.

There are a lot of things already in 5e that people might ban or change or just choose not to use for a specific character, any new class would be no different in that regard, it'd have some things some players like and choose to use, while others don't care for it. The Warlord's not unique in that. It's unique in being from 4e, and having a lot of lingering edition-war animosity still focused on it, but aside from that, it's just a class that the game had done well before, that 5e hasn't tried to tackle yet, and that will open up more player, character-concept, and play-style options if it ever is added.

Plus, it's also easier to add things than take away.
The opposite is true. Striking something from your campaign, be it a class or even a specific mechanic is very easy. Creating a new class or novel mechanic is the kind of game-design work you pay for when you shell out for a rule book.

It is much, much easier to ban what you don't want than to create from whole cloth things that are missing.

A well-structured, option-rich, customizeable design can make that /easier/ though. Take Second Wind, for instance. It's not an option, all Fighters get it, so if you want fighters, you get Second Wind, if you don't like it because it's 'martial healing,' then you can ban it, but there's no neat alternative to put in its place. If, the Fighter had an alternate feature or two it could take instead of Second Wind, it'd be simpler to ban.

The Warlord's primary contribution to the party was always support, that kind of contribution requires flexibility, because it becomes most important when things are going against the party (almost be definition, not as planned), and you can't predict what's going to cause that. The Warlord will have to be flexible, anyway, and using that flexibility - as a player can let you skip any specific mechanic you don't want to deal with, and, as a DM, lets you cut specific options since there are already alternatives that players can use, instead.

If you houserule a warlord to heal instead of granting temp hp you seem like an awesome DM (even if temp hp are functionally equal). If you take away healing and replace with temp hp it seems mean (again, despite the rough equivalence).
I think it's weird that you would be concerned about 'seeming mean' to a hypothetical player who might play in your game someday, but not about /actually/ being mean to /everyone/ who might ever want to play one, or even allow one in the campaign.

And it works with the design goals of 5e by being modular and customization. A healing warlord messes with modularity, of which the rate of non-magical natural healing is an important dial.
Actually, if done well, it wouldn't. If it's as flexible as other existing support classes, it would be no more of an impediment to modularity than any of them.

Especially when it was responded to by 6,799 people (assuming they couldn't vote multiple times). The 5e playtests were downloaded by 200,000 people, which is still a fraction of the audience.
True. A self-selecting poll taken at a time when many fans had been well and truly alienated is hardly representative. Likewise the playtest polling was anything but ideally constructed. For instance, there was never a single question about the Warlord in any early playtest survey - I don't think in /any/ of them, but I did miss one or two of 'em.
 

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