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<blockquote data-quote="Tony Vargas" data-source="post: 6725938" data-attributes="member: 996"><p>Faith is a wonderful thing. I have enough trouble clinging to a shred or two of forlorn hope. ;|</p><p></p><p>I like the idea of multiple paths to and degrees of realizing the concept. We already have ways to realize it to a very minor, tertiary-to-main-character-concept mechanically almost trivial degree. Ultimately, as the game gets more sophisticated & choice rich (or bloated, for the glass-half-empty set), full class, plus the existing lesser options, plus more focused, higher-Tier PC options would be ideal. </p><p></p><p></p><p>Should be working now, and yes the bit you quoted was find, and, well, I'll think about it... </p><p></p><p></p><p></p><p>5e already provides alternate ways to get at the same kind of contribution. For instance, if you want to contribute DPR, you can play a Paladin and magically Smite bad guys, a Ranger and magically Hunt your Quarry, a Warlock and Agonizingly Eldritch Bolt your foes to death - or, even, if you want to be really out there - a Champion or Battlemaster or Assassin and contribute your DPR in an explicitly non-magical way. If you want to contribute extraordinary skill in a few areas, you could play a magical Bard or a magical Arcane Trickster - or even a non-magical Thief. </p><p></p><p>It may come as a shock, but there are a handful of entirely non-magical sub-classes in D&D, and they can contribute meaningfully to the party in a couple of ways - out of the many that are viable in 5e. Expanding that is not at all unreasonable. Not only does it give players who want 'em more options, it opens up campaign tones, themes, and sub-genres that would otherwise require extensive re-tooling of the game. And, as long as any classes, sub-classes, feats and/or PrCs added to the game to open up non-magical alternatives are balanced & viable, it does so without taking away /anything/ from more traditional high-to-ubiquitous-magic D&D campaigns.</p><p></p><p>More non-magical forms of contribution to the party's success would mean that the game could support more styles of play. The game is already thick with alternative magical ways of making the same support (hp management, buffing, de-buffing, action management, &c), single-target-control, battlefield-control, exploration, tank, defense-of-others, utility, blasting and other contributions so there's no plausible, valid reason for denying the addition of some ways to make more types of contributions non-magically.</p><p></p><p>And, that would be in keeping with goals touted from the new edition's announcement not only as some noble, nice-to-have ideal, but as a <em>justification for having a new edition, at all</em>. At the time, there was this heavily-promoted theory that D&D excluded certain styles of play. Whatever styles it under-supported, a range of styles that indisputably /was/ supported seamlessly by 4e were all-martial parties and low-to-no-magic campaigns. 5e currently doesn't support those styles at all well. Adding the Warlord would be a big step in that direction.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6725938, member: 996"] Faith is a wonderful thing. I have enough trouble clinging to a shred or two of forlorn hope. ;| I like the idea of multiple paths to and degrees of realizing the concept. We already have ways to realize it to a very minor, tertiary-to-main-character-concept mechanically almost trivial degree. Ultimately, as the game gets more sophisticated & choice rich (or bloated, for the glass-half-empty set), full class, plus the existing lesser options, plus more focused, higher-Tier PC options would be ideal. Should be working now, and yes the bit you quoted was find, and, well, I'll think about it... 5e already provides alternate ways to get at the same kind of contribution. For instance, if you want to contribute DPR, you can play a Paladin and magically Smite bad guys, a Ranger and magically Hunt your Quarry, a Warlock and Agonizingly Eldritch Bolt your foes to death - or, even, if you want to be really out there - a Champion or Battlemaster or Assassin and contribute your DPR in an explicitly non-magical way. If you want to contribute extraordinary skill in a few areas, you could play a magical Bard or a magical Arcane Trickster - or even a non-magical Thief. It may come as a shock, but there are a handful of entirely non-magical sub-classes in D&D, and they can contribute meaningfully to the party in a couple of ways - out of the many that are viable in 5e. Expanding that is not at all unreasonable. Not only does it give players who want 'em more options, it opens up campaign tones, themes, and sub-genres that would otherwise require extensive re-tooling of the game. And, as long as any classes, sub-classes, feats and/or PrCs added to the game to open up non-magical alternatives are balanced & viable, it does so without taking away /anything/ from more traditional high-to-ubiquitous-magic D&D campaigns. More non-magical forms of contribution to the party's success would mean that the game could support more styles of play. The game is already thick with alternative magical ways of making the same support (hp management, buffing, de-buffing, action management, &c), single-target-control, battlefield-control, exploration, tank, defense-of-others, utility, blasting and other contributions so there's no plausible, valid reason for denying the addition of some ways to make more types of contributions non-magically. And, that would be in keeping with goals touted from the new edition's announcement not only as some noble, nice-to-have ideal, but as a [i]justification for having a new edition, at all[/i]. At the time, there was this heavily-promoted theory that D&D excluded certain styles of play. Whatever styles it under-supported, a range of styles that indisputably /was/ supported seamlessly by 4e were all-martial parties and low-to-no-magic campaigns. 5e currently doesn't support those styles at all well. Adding the Warlord would be a big step in that direction. [/QUOTE]
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