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<blockquote data-quote="Tony Vargas" data-source="post: 7675005" data-attributes="member: 996"><p>That would, of course, render strikers obsolete. The Thief wasn't a striker yet in AD&D, while the Fighter very much was, and, it didn't go great for the Thief. 3.0 was on the right track with SA.</p><p></p><p>But, really, virtually everyone does at least some damage, so the Striker role is always a matter of degree. The fighter has been wholly a Striker, a Defender 'secondary' Striker, and too customizeable to pin a label on. <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=";)" /> He is, once again, solidly in the Striker box (except, perhaps for the EK, and with maybe a little optional defender with the right style or optional feat).</p><p></p><p> nope. DunDraCon, if you're ever on the Left Coast.</p><p></p><p> Seems vanishingly unlikely, but I'm always up for some baseless speculation. <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=";)" /> So, for the purposes of this one post, I'll assume that.</p><p></p><p> OK, also assuming that, for right now.</p><p></p><p> Mechanically? Probably let's go with: triggering HD in combat. It doesn't add to the party's endurance over the day, but replaces the function of standing a fallen ally. </p><p></p><p>Inspiring Leader, OTOH, adds to endurance. Maybe some mechanics like that, if the Warlord is to be brought up to full band-aid status.</p><p></p><p> Anything temporary that you got or are still getting a save against, could probably be handled by inspiring an extra save. Probably an alternate use of the same mechanic as restore hps. </p><p></p><p>Anything permanent would require a much more limited, much higher level mechanic. I suppose compensation training would be a reasonable concept. The warlord can't Regenerate you lost limb, but he can drill you to fight every bit as effectively with that hook or peg-leg, or train you so well in blind-fighting that you take no penalties. The mechanics for that would have to be limited in some way comparable to the kinds of rituals used to heal such extreme (and, typically, never actually happening in the course of the game - there aren't Rolemaster-style Crits in 5e's Standard game) injury. Maybe using time moreso than exotic components?</p><p></p><p> Something like the 3.x Revivify might be reasonable. Not from death, but from the brink of death, which is mechanically the same thing for a few moments, at least. <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=";)" /> That could be done with the same mechanics as healing and granting saves, in-combat. </p><p></p><p>Ironically, I suppose the Warlord could just recruit a replacement, fill it in on everything, and have it slip into the same role in the party. It wouldn't /feel/ the same in RP, but it could serve the same end purpose: the party is back to full strength. The mechanic would have to as heavily-limited as Reincarnate, which the concept resembles more closely than it does resurrection.</p><p></p><p></p><p>OK, enough of that.</p><p></p><p></p><p>Of course, the big flaw in that bit of speculation is that 5e doesn't design classes to fill eachother's roles exactly or completely - or at all, really. </p><p></p><p>Of course, the Warlord could do all the above in his original version, but that's only because all the out of combat restoration rituals were available via a feat. Classes only contributed things like hp, restoration, save triggers, buffing & the like.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7675005, member: 996"] That would, of course, render strikers obsolete. The Thief wasn't a striker yet in AD&D, while the Fighter very much was, and, it didn't go great for the Thief. 3.0 was on the right track with SA. But, really, virtually everyone does at least some damage, so the Striker role is always a matter of degree. The fighter has been wholly a Striker, a Defender 'secondary' Striker, and too customizeable to pin a label on. ;) He is, once again, solidly in the Striker box (except, perhaps for the EK, and with maybe a little optional defender with the right style or optional feat). nope. DunDraCon, if you're ever on the Left Coast. Seems vanishingly unlikely, but I'm always up for some baseless speculation. ;) So, for the purposes of this one post, I'll assume that. OK, also assuming that, for right now. Mechanically? Probably let's go with: triggering HD in combat. It doesn't add to the party's endurance over the day, but replaces the function of standing a fallen ally. Inspiring Leader, OTOH, adds to endurance. Maybe some mechanics like that, if the Warlord is to be brought up to full band-aid status. Anything temporary that you got or are still getting a save against, could probably be handled by inspiring an extra save. Probably an alternate use of the same mechanic as restore hps. Anything permanent would require a much more limited, much higher level mechanic. I suppose compensation training would be a reasonable concept. The warlord can't Regenerate you lost limb, but he can drill you to fight every bit as effectively with that hook or peg-leg, or train you so well in blind-fighting that you take no penalties. The mechanics for that would have to be limited in some way comparable to the kinds of rituals used to heal such extreme (and, typically, never actually happening in the course of the game - there aren't Rolemaster-style Crits in 5e's Standard game) injury. Maybe using time moreso than exotic components? Something like the 3.x Revivify might be reasonable. Not from death, but from the brink of death, which is mechanically the same thing for a few moments, at least. ;) That could be done with the same mechanics as healing and granting saves, in-combat. Ironically, I suppose the Warlord could just recruit a replacement, fill it in on everything, and have it slip into the same role in the party. It wouldn't /feel/ the same in RP, but it could serve the same end purpose: the party is back to full strength. The mechanic would have to as heavily-limited as Reincarnate, which the concept resembles more closely than it does resurrection. OK, enough of that. Of course, the big flaw in that bit of speculation is that 5e doesn't design classes to fill eachother's roles exactly or completely - or at all, really. Of course, the Warlord could do all the above in his original version, but that's only because all the out of combat restoration rituals were available via a feat. Classes only contributed things like hp, restoration, save triggers, buffing & the like. [/QUOTE]
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