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Open Interpretation Inspirational Healing Compromise.
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<blockquote data-quote="Tony Vargas" data-source="post: 6723904" data-attributes="member: 996"><p>The battlemaster is no more a Warlord than an Acane Trickster is a Wizard - if the arcane trickster could only ever learn 3 spells from the wizard list, and all three of them 1st level.</p><p></p><p></p><p>But that was along-side genuinely non-magical Champions/Battlemasters/Thieves/Assassins, not in a pervasively magical world where turnip-farming is magic.</p><p></p><p></p><p>Tim's social skills are focused on being a great thief(or assassin, I suppose) - on talking his way into and out of places, talking people into going on second-story jobs with him, his class features all tend that way, to - sneak attack is the most he wants to do in combat. Bob's skills are just side-effects of his focus on helping his allies achieve victory, he talks people into facing danger unafraid, into enduring the horrors of war for a higher cause, and he fights along-side them bravely. When Bob says 'get in there and fight,' you know you're a part of a team who're gonna win this fight and all go home, or die trying, and you won't be left behind, when Tim says 'get in their and fight' you hear 'so I can get away.'</p><p></p><p>Not nearly the only explanation, but one possible one. I mean, you can have any two characters from different non-supernatural sub-classes, and they could have exactly the same skills and stats, but be unable to do the same things, <em>because they're different sub-classes.</em></p><p></p><p>Joe & Irving could be a Fighter and a Rogue, both with identical stats, particularly CON, Athletics & Accrobatics and skills, but Joe could Second Wind and Irving couldn't, and Irving could run half-again as fast when sprinting in combat (bonus actions to Dash). Doesn't mean either of them use magic.</p><p></p><p>Not something the Warlord was really able to do with an Inspiring Word, surges weren't /that/ big in 4e. Though, really, what's the big conceptual difference between inspiring allies to get up and fight, and to do so and get them to fight on longer? </p><p></p><p>A while back someone brought up a RL example where an officer 'shouted' a wounded man out of a coma. I don't think a whole lot of intensive rationalization is called for. D&D characters, even the completely non-supernatural ones, go around fighting dragons and resisting spells and not dying from things that should kill them ten times over. They're exceptional.</p><p></p><p>Those are not options, they are rationalizations for stonewalling the class, undermining either it's concept or it's viability/playability or both. </p><p></p><p>I'll give you some actual options:</p><p></p><p>The Warlord works in a way true to it's concept and past execution. Don't like it, don't play it, ban it, house-rule it until you do.</p><p>The Warlord works in a way true to it's concept and past execution. But, side-bar fluff text opens up the possibility that some people may believe it's actually magical on some level, and doesn't explicitly say they're wrong.</p><p>The Warlord works in a way true to it's concept and past execution, but it's part of the advanced game and not legal for AL play. Don't like it, don't opt into it.</p><p>Mike Mearls tweets that 5e simply isn't for fans of 4e, and gives them an address where they can send all their 5e products for a full refund.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6723904, member: 996"] The battlemaster is no more a Warlord than an Acane Trickster is a Wizard - if the arcane trickster could only ever learn 3 spells from the wizard list, and all three of them 1st level. But that was along-side genuinely non-magical Champions/Battlemasters/Thieves/Assassins, not in a pervasively magical world where turnip-farming is magic. Tim's social skills are focused on being a great thief(or assassin, I suppose) - on talking his way into and out of places, talking people into going on second-story jobs with him, his class features all tend that way, to - sneak attack is the most he wants to do in combat. Bob's skills are just side-effects of his focus on helping his allies achieve victory, he talks people into facing danger unafraid, into enduring the horrors of war for a higher cause, and he fights along-side them bravely. When Bob says 'get in there and fight,' you know you're a part of a team who're gonna win this fight and all go home, or die trying, and you won't be left behind, when Tim says 'get in their and fight' you hear 'so I can get away.' Not nearly the only explanation, but one possible one. I mean, you can have any two characters from different non-supernatural sub-classes, and they could have exactly the same skills and stats, but be unable to do the same things, [i]because they're different sub-classes.[/i] Joe & Irving could be a Fighter and a Rogue, both with identical stats, particularly CON, Athletics & Accrobatics and skills, but Joe could Second Wind and Irving couldn't, and Irving could run half-again as fast when sprinting in combat (bonus actions to Dash). Doesn't mean either of them use magic. Not something the Warlord was really able to do with an Inspiring Word, surges weren't /that/ big in 4e. Though, really, what's the big conceptual difference between inspiring allies to get up and fight, and to do so and get them to fight on longer? A while back someone brought up a RL example where an officer 'shouted' a wounded man out of a coma. I don't think a whole lot of intensive rationalization is called for. D&D characters, even the completely non-supernatural ones, go around fighting dragons and resisting spells and not dying from things that should kill them ten times over. They're exceptional. Those are not options, they are rationalizations for stonewalling the class, undermining either it's concept or it's viability/playability or both. I'll give you some actual options: The Warlord works in a way true to it's concept and past execution. Don't like it, don't play it, ban it, house-rule it until you do. The Warlord works in a way true to it's concept and past execution. But, side-bar fluff text opens up the possibility that some people may believe it's actually magical on some level, and doesn't explicitly say they're wrong. The Warlord works in a way true to it's concept and past execution, but it's part of the advanced game and not legal for AL play. Don't like it, don't opt into it. Mike Mearls tweets that 5e simply isn't for fans of 4e, and gives them an address where they can send all their 5e products for a full refund. [/QUOTE]
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