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General Tabletop Discussion
*Dungeons & Dragons
I don't actually get the opposition for the warlord... or rather the opposition to the concept.
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<blockquote data-quote="Jester David" data-source="post: 6732987" data-attributes="member: 37579"><p>It's not the strongest point, but the success of an argument isn't dependant on all of its points being equally strong and unassailable.</p><p>As for a monastic monster, how about the githzerai? </p><p></p><p>Thankfully, 5e isn't like 3e where monsters could have all sorts of class levels. This is much more of a Pathfinder problem where if you have a problem with a class, you likely have problems with every AP. </p><p>However, even in 5e it presumes WotC, their adventure writers, and their Organized Play staff won't run with a class. A DM might opt to ignore an option, but everyone else isn't and can freely sprinkle those options.</p><p></p><p>However, this gets more complicated as one of the most divisive issues over the warlord is possible martial healing, which isn't a class: it's a mechanic. And it's very easy for the game to add self-contained mechanics like martial healing to random monsters or make assumptions of it in adventures. I think going with "monk" in my late night example was distracting. How about... superiority dice? Now, superiority dice aren't as divisive as martial healing but we'll pretend they are. It's an analogy, it doesn't have to be perfect. </p><p>So people just hate the idea of a pool of dice that can be spent to cause effects for… reasons. Sure, you can just remove that subclass from the game and say "fighters must be champions!". But that doesn't help with the monsters that use superiority dice or options like the spell-less ranger. The mechanic permeates the game. </p><p>A theoretical warlord would be fine* if we could ensure that WotC would restrict themselves to never letting the martial healing expand beyond the class. But that kind of design limit or editorial edict doesn't work well, as it often isn't told to freelancers, new staff members, and eventually gets forgotten. (Especially since it becomes this seldom explored mechanic, this part of a major class that hasn't been explored in other venues. That's a design hole, an unexploited resource. Which is crack for a game designer.)</p><p></p><p>* it's fine except, y'know, for warlord fans who want also don't like martial healing or want the warlord to focus on being a tactical commander and not a healer</p></blockquote><p></p>
[QUOTE="Jester David, post: 6732987, member: 37579"] It's not the strongest point, but the success of an argument isn't dependant on all of its points being equally strong and unassailable. As for a monastic monster, how about the githzerai? Thankfully, 5e isn't like 3e where monsters could have all sorts of class levels. This is much more of a Pathfinder problem where if you have a problem with a class, you likely have problems with every AP. However, even in 5e it presumes WotC, their adventure writers, and their Organized Play staff won't run with a class. A DM might opt to ignore an option, but everyone else isn't and can freely sprinkle those options. However, this gets more complicated as one of the most divisive issues over the warlord is possible martial healing, which isn't a class: it's a mechanic. And it's very easy for the game to add self-contained mechanics like martial healing to random monsters or make assumptions of it in adventures. I think going with "monk" in my late night example was distracting. How about... superiority dice? Now, superiority dice aren't as divisive as martial healing but we'll pretend they are. It's an analogy, it doesn't have to be perfect. So people just hate the idea of a pool of dice that can be spent to cause effects for… reasons. Sure, you can just remove that subclass from the game and say "fighters must be champions!". But that doesn't help with the monsters that use superiority dice or options like the spell-less ranger. The mechanic permeates the game. A theoretical warlord would be fine* if we could ensure that WotC would restrict themselves to never letting the martial healing expand beyond the class. But that kind of design limit or editorial edict doesn't work well, as it often isn't told to freelancers, new staff members, and eventually gets forgotten. (Especially since it becomes this seldom explored mechanic, this part of a major class that hasn't been explored in other venues. That's a design hole, an unexploited resource. Which is crack for a game designer.) * it's fine except, y'know, for warlord fans who want also don't like martial healing or want the warlord to focus on being a tactical commander and not a healer [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
I don't actually get the opposition for the warlord... or rather the opposition to the concept.
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