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Purple Dragon Knight = Warlord?
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<blockquote data-quote="Tony Vargas" data-source="post: 6744593" data-attributes="member: 996"><p>Mostly the fact that it's a spell. Not that it uses mechanics that are like the mechanics of other spells, but that it comes from a deity or nature or arcane study, and can be detected, countered, & dispelled like other forms of magic. </p><p></p><p>It wouldn't have been hard, for instance, to have a Sorcerer sub-class that re-imagined spells as psionic powers, including having a feature that arbitrarily made them 'not magic' in that detect/counter/dispel/resist/nullify sense, while still being clearly supernatural. </p><p></p><p>That 5e didn't go for mere re-skinning of spell mechanics, even for a supernatural class that could do exactly the things magic commonly did (not just merely have similar end-results in highly abstract mechanical terms), illustrates how it cleaves to classic D&D game design philosophy/feel by mechanically differentiating the fluff and 'how' of abilities, as well as what they accomplish.</p><p></p><p>FWIW.</p><p></p><p>Which wouldn't be an issue, if they weren't so convinced that opinion gives them the right to tell everyone who they'll be allowed to play D&D.</p><p>Meh, the DM is free to rule how he likes, without such fig-leaves - to toss the sub-class, substitute the ability for another (like the 4e PDK Paragon Path 'Rally' that granted a movement & attack buff), or tweak it mechanically to something they approve of, like the fore-mentioned temp hps. Cutting something you don't like is a /lot/ easier than making something up, so I'd expect most to go for the first than the second or last. </p><p></p><p>The 'see or hear' requirement does make sense for what the ability /is/ - inspiration, which is hard to do without communicating on some level, even if a non-verbal or sub-conscious, emotional one - and that mixing of fluff/concept with rules leading to vague areas requiring rul<em>ings</em> is very much in keeping with 5e's design philosophy.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6744593, member: 996"] Mostly the fact that it's a spell. Not that it uses mechanics that are like the mechanics of other spells, but that it comes from a deity or nature or arcane study, and can be detected, countered, & dispelled like other forms of magic. It wouldn't have been hard, for instance, to have a Sorcerer sub-class that re-imagined spells as psionic powers, including having a feature that arbitrarily made them 'not magic' in that detect/counter/dispel/resist/nullify sense, while still being clearly supernatural. That 5e didn't go for mere re-skinning of spell mechanics, even for a supernatural class that could do exactly the things magic commonly did (not just merely have similar end-results in highly abstract mechanical terms), illustrates how it cleaves to classic D&D game design philosophy/feel by mechanically differentiating the fluff and 'how' of abilities, as well as what they accomplish. FWIW. Which wouldn't be an issue, if they weren't so convinced that opinion gives them the right to tell everyone who they'll be allowed to play D&D. Meh, the DM is free to rule how he likes, without such fig-leaves - to toss the sub-class, substitute the ability for another (like the 4e PDK Paragon Path 'Rally' that granted a movement & attack buff), or tweak it mechanically to something they approve of, like the fore-mentioned temp hps. Cutting something you don't like is a /lot/ easier than making something up, so I'd expect most to go for the first than the second or last. The 'see or hear' requirement does make sense for what the ability /is/ - inspiration, which is hard to do without communicating on some level, even if a non-verbal or sub-conscious, emotional one - and that mixing of fluff/concept with rules leading to vague areas requiring rul[i]ings[/i] is very much in keeping with 5e's design philosophy. [/QUOTE]
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