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Lets design a Warlord for 5th edition
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<blockquote data-quote="FrogReaver" data-source="post: 7375886" data-attributes="member: 6795602"><p>WHOA! You said :"It's just that hp-restoration is necessary both for any support character, and to model the class concept, in a game like D&D with gobs of hps as the main measure of PC ability to keep fighting." </p><p></p><p>This isn't true. Look I think there is a lot of space in the warlord design for healing or temp hp granting abilities and I want to see the Warlord get them. But it's just I can picture a Warlord without any of those abilities and he would be no less of a warlord. Even in 5e's economy he would function fine and still be a fine support character. There are also many mechanics that can mitigate damage and or keep allies on their feet without actually healing a single point of damage. It just takes some imagination. </p><p></p><p>I believe a Warlord's healing is best realized as an OPT IN ability instead of something that's inherent to every single warlord ever. A subclass does this. So does a broad mechanics that allow him to either heal or deal damage or buff allies etc. But as a core component of the main class that every warlord gets, it really doesn't need to be a focus. It's not an essential part of realizing the concept of a warlord but it's nonetheless a great way to do so if the player OPTs in to doing so. </p><p></p><p>By the way I love the overhealing mechanic. Depending on how healing is handled will depend on where that kind of feature should go. </p><p></p><p>I agree a support class needs a lot of options. I agree healing should be an option for warlords. I disagree on locking things away in subclasses. I think all subclasses have abilities locked away in them. Subclasses are a form of specialization and specialists can do things the non-specialists aren't capable of.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7375886, member: 6795602"] WHOA! You said :"It's just that hp-restoration is necessary both for any support character, and to model the class concept, in a game like D&D with gobs of hps as the main measure of PC ability to keep fighting." This isn't true. Look I think there is a lot of space in the warlord design for healing or temp hp granting abilities and I want to see the Warlord get them. But it's just I can picture a Warlord without any of those abilities and he would be no less of a warlord. Even in 5e's economy he would function fine and still be a fine support character. There are also many mechanics that can mitigate damage and or keep allies on their feet without actually healing a single point of damage. It just takes some imagination. I believe a Warlord's healing is best realized as an OPT IN ability instead of something that's inherent to every single warlord ever. A subclass does this. So does a broad mechanics that allow him to either heal or deal damage or buff allies etc. But as a core component of the main class that every warlord gets, it really doesn't need to be a focus. It's not an essential part of realizing the concept of a warlord but it's nonetheless a great way to do so if the player OPTs in to doing so. By the way I love the overhealing mechanic. Depending on how healing is handled will depend on where that kind of feature should go. I agree a support class needs a lot of options. I agree healing should be an option for warlords. I disagree on locking things away in subclasses. I think all subclasses have abilities locked away in them. Subclasses are a form of specialization and specialists can do things the non-specialists aren't capable of. [/QUOTE]
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