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Purple Dragon Knight = Warlord?
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<blockquote data-quote="EzekielRaiden" data-source="post: 6751466" data-attributes="member: 6790260"><p>I mean things like saying, even in a clearly joking way, "But his hand didn't grow back. Now I'm being a little ridiculous." Because that <em>actually was</em> a major point in the edition wars. Hearing a designer reference it, <em>specifically</em> when talking about what a Warlord-type character could or could not do, was extremely disheartening for me, and many other fans (both of Warlords specifically, and of 4e). And it absolutely <em>was</em> used by people to legitimize arguments that 4e "wasn't D&D," that the Warlord had no place whatsoever in a D&D-type game (an argument that has resurfaced in this subforum, albeit on a different tack), and other toxic, exclusionary, unhelpful, and frequently spiteful comments.</p><p></p><p>The (accidental or intentional) justification or legitimization is a thing WotC employees can do, or avoid doing. Only relates to what others say in the sense that they can offer it up as "evidence."</p><p></p><p>As for "does 5e support an all-martial party"? Not anywhere near as well as 4e did, and arguably worse than 3e did too--at least that had Wands of CLW. I've played several sessions now with a party where nearly everyone has <em>some</em> kind of healing magic available...and we <em>still</em> get pasted by <em>even</em> fights (and nearly TPK'd to a fight that "should" have been barely Hard). An all-martial party is going to have little to nothing they can do in the face of such challenges; a radical alteration of playstyle on the players' side (almost never fighting anything, taking long rests whenever possible) and extremely careful selection/creation of enemies (made more difficult by 5e's approximate/loosey-goosey monster design) would be critical to avoid a string of PC deaths/TPKs.</p><p></p><p>You have the freedom to choose to play three-to-five Fighters, Rogues, or (I guess) Barbarians...as you always did in any version of D&D, since WotC never puts enough mind-control dust on the books. But both the players and the DM must make substantial, non-trivial, and quite possibly fun-sapping changes to how and what they play in order to make it functional over any meaningful span of time. It also means anyone who likes intricate procedures of play (what is often called "complexity" in a positive sense) but dislikes overtly-magical-based-on-spells options is just SOL.</p><p></p><p>Or, in short: As always with D&D, you can <em>try</em> to play all-martial. I don't envy the workload that involves in 5e, nor your chances of success.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6751466, member: 6790260"] I mean things like saying, even in a clearly joking way, "But his hand didn't grow back. Now I'm being a little ridiculous." Because that [I]actually was[/I] a major point in the edition wars. Hearing a designer reference it, [I]specifically[/I] when talking about what a Warlord-type character could or could not do, was extremely disheartening for me, and many other fans (both of Warlords specifically, and of 4e). And it absolutely [I]was[/I] used by people to legitimize arguments that 4e "wasn't D&D," that the Warlord had no place whatsoever in a D&D-type game (an argument that has resurfaced in this subforum, albeit on a different tack), and other toxic, exclusionary, unhelpful, and frequently spiteful comments. The (accidental or intentional) justification or legitimization is a thing WotC employees can do, or avoid doing. Only relates to what others say in the sense that they can offer it up as "evidence." As for "does 5e support an all-martial party"? Not anywhere near as well as 4e did, and arguably worse than 3e did too--at least that had Wands of CLW. I've played several sessions now with a party where nearly everyone has [I]some[/I] kind of healing magic available...and we [I]still[/I] get pasted by [I]even[/I] fights (and nearly TPK'd to a fight that "should" have been barely Hard). An all-martial party is going to have little to nothing they can do in the face of such challenges; a radical alteration of playstyle on the players' side (almost never fighting anything, taking long rests whenever possible) and extremely careful selection/creation of enemies (made more difficult by 5e's approximate/loosey-goosey monster design) would be critical to avoid a string of PC deaths/TPKs. You have the freedom to choose to play three-to-five Fighters, Rogues, or (I guess) Barbarians...as you always did in any version of D&D, since WotC never puts enough mind-control dust on the books. But both the players and the DM must make substantial, non-trivial, and quite possibly fun-sapping changes to how and what they play in order to make it functional over any meaningful span of time. It also means anyone who likes intricate procedures of play (what is often called "complexity" in a positive sense) but dislikes overtly-magical-based-on-spells options is just SOL. Or, in short: As always with D&D, you can [I]try[/I] to play all-martial. I don't envy the workload that involves in 5e, nor your chances of success. [/QUOTE]
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