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Lets design a Warlord for 5th edition
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<blockquote data-quote="Tony Vargas" data-source="post: 7375893" data-attributes="member: 996"><p>Yep, and you quoted it twice. <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>What I perhaps didn't make clear enough was that no individual warlord need necessarily /ever/ restore a single hp...</p><p></p><p> We're in agreement. Think about it, the Cleric is the iconic healer of D&D, but in 5e, if even he must OPT IN to it by preparing Cure Wounds or Healing Word or the like. Of course, a Life Cleric that didn't cast some healing now and then would be a tad weird, but he could willfully do just that, using all his slots for other spells. </p><p></p><p>The option, though is vital to provide adequate support.</p><p> The sub-class does it too hard and too inflexibly, though. Oh, you're an Inspiring Warlord, you heal 2/Short Rest, enjoy? Tactical? Sorry, no heals, you party can drop dead? Not great. Inspiring Warlord - add your CHA mod when you use a gambit that restores hps? Much more reasonable.</p><p></p><p> It's an essential part of realizing the concept behind the whole class, but no, not of realizing an individual warlord who specifically just doesn't go there. It's essential because of the game, itself. D&D doesn't have morale checks (has never had 'em for PCs, as far as I know), nor any other mechanic to model ongoing will to fight: except hps. Whether the individual warlord is literally a leader, just making battle plans, or veritable mascot, he needs to potential to influence that.</p><p></p><p> Overhealing is a great mechanic, and should good at getting the support character who gets it to heal more proactively, as it eliminates some inefficiency. It seems like it would be a particularly good way of modeling the warlord's brands of inspiration. </p><p></p><p>Support classes need flexibility - options that can be exercised round by round, or day by day. </p><p></p><p>Needing to lock in certain of those options at chargen or level up is as good (bad) as not having them. </p><p></p><p> It'd be like giving wizards back opposition schools - or giving clerics opposition domains that take spells away from their lists - or re-introducing weapon specialization so the fighter sucks unless he has his glaive-glaive-glaive-Guisarme-glaive. </p><p>Specialists are /better/ at things than non-specialist are at the same things. Especially true when the 'things' in question aren't in-born or God-given magical powers.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7375893, member: 996"] Yep, and you quoted it twice. ;) What I perhaps didn't make clear enough was that no individual warlord need necessarily /ever/ restore a single hp... We're in agreement. Think about it, the Cleric is the iconic healer of D&D, but in 5e, if even he must OPT IN to it by preparing Cure Wounds or Healing Word or the like. Of course, a Life Cleric that didn't cast some healing now and then would be a tad weird, but he could willfully do just that, using all his slots for other spells. The option, though is vital to provide adequate support. The sub-class does it too hard and too inflexibly, though. Oh, you're an Inspiring Warlord, you heal 2/Short Rest, enjoy? Tactical? Sorry, no heals, you party can drop dead? Not great. Inspiring Warlord - add your CHA mod when you use a gambit that restores hps? Much more reasonable. It's an essential part of realizing the concept behind the whole class, but no, not of realizing an individual warlord who specifically just doesn't go there. It's essential because of the game, itself. D&D doesn't have morale checks (has never had 'em for PCs, as far as I know), nor any other mechanic to model ongoing will to fight: except hps. Whether the individual warlord is literally a leader, just making battle plans, or veritable mascot, he needs to potential to influence that. Overhealing is a great mechanic, and should good at getting the support character who gets it to heal more proactively, as it eliminates some inefficiency. It seems like it would be a particularly good way of modeling the warlord's brands of inspiration. Support classes need flexibility - options that can be exercised round by round, or day by day. Needing to lock in certain of those options at chargen or level up is as good (bad) as not having them. It'd be like giving wizards back opposition schools - or giving clerics opposition domains that take spells away from their lists - or re-introducing weapon specialization so the fighter sucks unless he has his glaive-glaive-glaive-Guisarme-glaive. Specialists are /better/ at things than non-specialist are at the same things. Especially true when the 'things' in question aren't in-born or God-given magical powers. [/QUOTE]
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