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I don't actually get the opposition for the warlord... or rather the opposition to the concept.
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<blockquote data-quote="Tony Vargas" data-source="post: 6755507" data-attributes="member: 996"><p>We already do. Keep in mind that the 'Encounter' powers were still technically short rest recharges (it was just much easier to squeeze in a short rest), so at-wills like cantrips, short-rest recharges, and long-rest recharges all map to AED. Plenty of Utility spells also exist. As do rituals, though you didn't bring that up, it is another surviving 4eism. </p><p></p><p>HD</p><p></p><p>Has always existed and still does, it's just not a jargon keyword in 5e. Same with Arcane, Divine, Primal, Shadow (one Monk sub-class, but it's kinda there), and - with the introduction of the Mystic - Psionic sources. </p><p></p><p>A successful save is mathematically identical to a miss, so DoaM has always existed in D&D and still exists.</p><p></p><p>Thunderwave.</p><p></p><p>Existing module. Not a very good one, but it exists.</p><p></p><p>They have, without driving too many people away or re-starting the edition war, and doing more will continue to make the game more inclusive.</p><p></p><p>At worst, they'll fail to sell the book they appear in. Besides, one player's 'bad' option is another's wonderful option. That's why you make them /options/, so those who don't like them can pass over them and those who do can use them. As long as they're balanced/meaningful choices, it's not a problem.</p><p></p><p>And that style won't be in /your/ games. </p><p></p><p>I'm one of those people who doesn't want psionics. I find they're far too sci-fi to really fit in an FRPG, even one like D&D that frequently pulls in sci-fi and Lovecraftian elements. But, I don't begrudge anyone else the inclusion of psionics in the game, indeed, quite the opposite, I'm a proponent of including them in 5e, specifically, because doing supports 5e's goals. </p><p></p><p>I just won't play a psion, myself, and won't include them in any home campaign I might run (whatever's AL-legal, is fine when I run AL of course). Half the time I run Basic, anyway - then it /really/ doesn't matter. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>That the 'not magic' take on psionics is a little weird, I won't deny. Psionics came to science-fiction from wanting to adapt fantasy bits to the new genre, so they really /are/ magic with the serial numbers filed off. </p><p></p><p>Depends on how you feel about them, I suppose. If my character is an old-school 'distrustful of magic' barbarian, and the Cleric is of some decadent civilized deity, while the Warlord is from my tribe, no question - if the Warlord's some military cadet and the Cleric is my brother in Cromm, go the other way. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>But, sure, magic is pretty effing awesome, even when you can accomplish the same practical things, well enough, by mundane means. Having the Warlord in the game wouldn't change that. </p><p></p><p>That's a narrative choice. You can dwell on that, and describe heroically struggling against wounds - and more practically, treating & binding them - or you can hand-wave it. </p><p></p><p>Also a narrative choice. Being 'healed' by a Cleric of Torog might be a very different experience from being healed by a Cleric of Pelor, for instance.</p><p></p><p>Sure. You could receive both Warlord and Clerical healing. The narrative visualization is different, but both could work at the same time. If you wanted more granularity, you could divide hps into 'meat' and 'morale' pools and have magical healing restore the former and inspirational the latter, with /both/ needed to fully heal. :shrug:</p><p></p><p>Then don't introduce them to your game. There's a number of ways to do so, from the trivially-easy but still inclusive (just not over-examining hps & what they mean), to the robust but complex (adding granularity to the hp/healing sub-systems to account for all sorts of different forms of hp loss & restoration), to the straightforwardly selective (pick one, ban others), to the selfish and exclusionary (try to force everyone to play your way). Obviously, some of those are higher roads than others...</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6755507, member: 996"] We already do. Keep in mind that the 'Encounter' powers were still technically short rest recharges (it was just much easier to squeeze in a short rest), so at-wills like cantrips, short-rest recharges, and long-rest recharges all map to AED. Plenty of Utility spells also exist. As do rituals, though you didn't bring that up, it is another surviving 4eism. HD Has always existed and still does, it's just not a jargon keyword in 5e. Same with Arcane, Divine, Primal, Shadow (one Monk sub-class, but it's kinda there), and - with the introduction of the Mystic - Psionic sources. A successful save is mathematically identical to a miss, so DoaM has always existed in D&D and still exists. Thunderwave. Existing module. Not a very good one, but it exists. They have, without driving too many people away or re-starting the edition war, and doing more will continue to make the game more inclusive. At worst, they'll fail to sell the book they appear in. Besides, one player's 'bad' option is another's wonderful option. That's why you make them /options/, so those who don't like them can pass over them and those who do can use them. As long as they're balanced/meaningful choices, it's not a problem. And that style won't be in /your/ games. I'm one of those people who doesn't want psionics. I find they're far too sci-fi to really fit in an FRPG, even one like D&D that frequently pulls in sci-fi and Lovecraftian elements. But, I don't begrudge anyone else the inclusion of psionics in the game, indeed, quite the opposite, I'm a proponent of including them in 5e, specifically, because doing supports 5e's goals. I just won't play a psion, myself, and won't include them in any home campaign I might run (whatever's AL-legal, is fine when I run AL of course). Half the time I run Basic, anyway - then it /really/ doesn't matter. ;) That the 'not magic' take on psionics is a little weird, I won't deny. Psionics came to science-fiction from wanting to adapt fantasy bits to the new genre, so they really /are/ magic with the serial numbers filed off. Depends on how you feel about them, I suppose. If my character is an old-school 'distrustful of magic' barbarian, and the Cleric is of some decadent civilized deity, while the Warlord is from my tribe, no question - if the Warlord's some military cadet and the Cleric is my brother in Cromm, go the other way. ;) But, sure, magic is pretty effing awesome, even when you can accomplish the same practical things, well enough, by mundane means. Having the Warlord in the game wouldn't change that. That's a narrative choice. You can dwell on that, and describe heroically struggling against wounds - and more practically, treating & binding them - or you can hand-wave it. Also a narrative choice. Being 'healed' by a Cleric of Torog might be a very different experience from being healed by a Cleric of Pelor, for instance. Sure. You could receive both Warlord and Clerical healing. The narrative visualization is different, but both could work at the same time. If you wanted more granularity, you could divide hps into 'meat' and 'morale' pools and have magical healing restore the former and inspirational the latter, with /both/ needed to fully heal. :shrug: Then don't introduce them to your game. There's a number of ways to do so, from the trivially-easy but still inclusive (just not over-examining hps & what they mean), to the robust but complex (adding granularity to the hp/healing sub-systems to account for all sorts of different forms of hp loss & restoration), to the straightforwardly selective (pick one, ban others), to the selfish and exclusionary (try to force everyone to play your way). Obviously, some of those are higher roads than others... [/QUOTE]
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I don't actually get the opposition for the warlord... or rather the opposition to the concept.
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