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Lets design a Warlord for 5th edition
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<blockquote data-quote="FrogReaver" data-source="post: 7379968" data-attributes="member: 6795602"><p>Sure. It's easy to push the main class to really be about what we want when it either should come from the subclass or options on the main class. </p><p></p><p></p><p></p><p>Right. 5e would typically phrase such an ability as you get 3 uses at level 1 and then you gain a point every other level or something similar to that. Or better yet it would just be detailed on the class chart.</p><p></p><p></p><p></p><p>If that's the only reason for level gating something then I'm not opposed. Level gating certain abilities that would be too good for multiclassing is definitely a consideration I'm in favor of. </p><p></p><p></p><p></p><p>agreed</p><p></p><p></p><p></p><p>First of all I mentioned a level 6 warlord. You would be comparing mass healing word at that level not mass cure wounds.</p><p></p><p>Secondly, the most a cleric can heal to a single character in a single turn to a single character is</p><p>Level 1: 1d8 + 3 + life cleric boost = 10.5</p><p>Level 3: 2d8 + 3 + life cleric boost = 16</p><p>Level 5: 3d8 + 4 + life cleric boost = 22.5</p><p></p><p>The warlord you cited would be granting two characters in one turn both 3d8 + 6 maximized = 30 hp</p><p></p><p>It's not just about the total extra amount you are allowing to be recovered but how fast you are allowing it to be recovered as well. It's that using hit dice as the only daily usage limit on warlord healing and an at will healing ability just means the players will tend to use the healing outside combat and us their other abilities inside combat. It works that way because using that healing out of combat doesn't reduce your combat effectiveness at all. When a Cleric casts a heal spell outside combat it means he cant cast a spirit guardians or a spiritual weapon etc. </p><p></p><p></p><p></p><p>You need to remove the save thing. </p><p>1. It's not something that makes sense for the class</p><p>2. It's not really some iconic ability warlords got in previous editions</p><p>3. 5e generally stays away from effects that lower saving throws and does so for a good reason.</p><p></p><p>If you disagree with those premises that's fine but don't try to fix and mold 5e with the warlord class. Instead make a warlord that easily fits into what 5e already is</p><p style="text-align: left"></p><p></p><p>But warlords were never really about making casters better. Why all the caster focused stuff? Why try to force warlords to heal at will with hit dice when it's like trying to stick a round peg in a square hole in 5e terms?</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7379968, member: 6795602"] Sure. It's easy to push the main class to really be about what we want when it either should come from the subclass or options on the main class. Right. 5e would typically phrase such an ability as you get 3 uses at level 1 and then you gain a point every other level or something similar to that. Or better yet it would just be detailed on the class chart. If that's the only reason for level gating something then I'm not opposed. Level gating certain abilities that would be too good for multiclassing is definitely a consideration I'm in favor of. agreed First of all I mentioned a level 6 warlord. You would be comparing mass healing word at that level not mass cure wounds. Secondly, the most a cleric can heal to a single character in a single turn to a single character is Level 1: 1d8 + 3 + life cleric boost = 10.5 Level 3: 2d8 + 3 + life cleric boost = 16 Level 5: 3d8 + 4 + life cleric boost = 22.5 The warlord you cited would be granting two characters in one turn both 3d8 + 6 maximized = 30 hp It's not just about the total extra amount you are allowing to be recovered but how fast you are allowing it to be recovered as well. It's that using hit dice as the only daily usage limit on warlord healing and an at will healing ability just means the players will tend to use the healing outside combat and us their other abilities inside combat. It works that way because using that healing out of combat doesn't reduce your combat effectiveness at all. When a Cleric casts a heal spell outside combat it means he cant cast a spirit guardians or a spiritual weapon etc. You need to remove the save thing. 1. It's not something that makes sense for the class 2. It's not really some iconic ability warlords got in previous editions 3. 5e generally stays away from effects that lower saving throws and does so for a good reason. If you disagree with those premises that's fine but don't try to fix and mold 5e with the warlord class. Instead make a warlord that easily fits into what 5e already is [LEFT][COLOR=#222222][FONT=Tahoma][/FONT][/COLOR][/LEFT] But warlords were never really about making casters better. Why all the caster focused stuff? Why try to force warlords to heal at will with hit dice when it's like trying to stick a round peg in a square hole in 5e terms? [/QUOTE]
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