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Purple Dragon Knight = Warlord?
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<blockquote data-quote="I'm A Banana" data-source="post: 6753650" data-attributes="member: 2067"><p>It's a normal piece of equipment, on the PHB equipment list, with a purchase price, that is presumably available in most places, and even creatable by PC's. It's not even necessarily "magical" (they're created by herbalism kits, which anyone can have proficiency in). It's a presumed part of what any 5e character can do. It doesn't need to be a class feature for it to be available to people of that class. </p><p></p><p>By narrowing your scope to class features, you're going to get a much more narrow view of what a character in 5e is capable of than what they are <em>actually</em> capable of in practice. Class features are not the only relevant metric by which to measure the possibility of a "low magic party." </p><p></p><p></p><p></p><p>Class features that explicitly provide for support like that are no more necessary as a party role with class feature in 5e than healing is. Desirable? Sure. Necessary for the party to function at the expected level? Nope. </p><p></p><p></p><p></p><p>You only need to be so effective. Healing during combat, for instance, is mostly in function about the action economy - give somebody a single hit point, and they'll be just as effective as if you gave them 10 or 20 when the monsters are doing 25 points of damage. The extra hp's there don't contribute to combat effectiveness (they just perhaps make the psychology a little gentler). </p><p></p><p></p><p></p><p>That's what healing potions, the Dodge action, the Help action, and similar mechanics are for - to mitigate those runs of bad luck. Fighters especially are insanely flexible in this regard, and because a party of Champions is already dealing healthy DPR, there's no real loss in party effectiveness if, say, your heavily armored tank goes up to the enemies and dances around using the Dodge action in melee while everyone else spams bow attacks or burns healing potions when the tank gets low - the DPR you're dealing as a party is already more than you need to get the job done. </p><p></p><p>Again, you can't just narrow your gaze to class features and imagine that's an accurate picture. That doesn't fairly represent the play experience, because characters have more possible solutions and resources than those embodied in their class features. </p><p></p><p></p><p></p><p>Healing potions can be bought. They're standard equipment, as available as ropes and bows and chain mail. That means that no party is healer-dependent in 5e: anyone can spend an action to give a KO'd character their actions back. You don't need class features to replicate a cleric. </p><p></p><p>This is entirely playable, entirely functional. It could use some more diversity (SCAG adds quite a bit here!), but you could run through <em>Lost Mine of Phandelver</em> or <em>Hoard of the Dragon Queen</em> with a party of Champions, and be entirely up to the challenges it gives you, because 5e gives every character the ability to fill any necessary role for at least a round or two (and most combats only last 3).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6753650, member: 2067"] It's a normal piece of equipment, on the PHB equipment list, with a purchase price, that is presumably available in most places, and even creatable by PC's. It's not even necessarily "magical" (they're created by herbalism kits, which anyone can have proficiency in). It's a presumed part of what any 5e character can do. It doesn't need to be a class feature for it to be available to people of that class. By narrowing your scope to class features, you're going to get a much more narrow view of what a character in 5e is capable of than what they are [I]actually[/I] capable of in practice. Class features are not the only relevant metric by which to measure the possibility of a "low magic party." Class features that explicitly provide for support like that are no more necessary as a party role with class feature in 5e than healing is. Desirable? Sure. Necessary for the party to function at the expected level? Nope. You only need to be so effective. Healing during combat, for instance, is mostly in function about the action economy - give somebody a single hit point, and they'll be just as effective as if you gave them 10 or 20 when the monsters are doing 25 points of damage. The extra hp's there don't contribute to combat effectiveness (they just perhaps make the psychology a little gentler). That's what healing potions, the Dodge action, the Help action, and similar mechanics are for - to mitigate those runs of bad luck. Fighters especially are insanely flexible in this regard, and because a party of Champions is already dealing healthy DPR, there's no real loss in party effectiveness if, say, your heavily armored tank goes up to the enemies and dances around using the Dodge action in melee while everyone else spams bow attacks or burns healing potions when the tank gets low - the DPR you're dealing as a party is already more than you need to get the job done. Again, you can't just narrow your gaze to class features and imagine that's an accurate picture. That doesn't fairly represent the play experience, because characters have more possible solutions and resources than those embodied in their class features. Healing potions can be bought. They're standard equipment, as available as ropes and bows and chain mail. That means that no party is healer-dependent in 5e: anyone can spend an action to give a KO'd character their actions back. You don't need class features to replicate a cleric. This is entirely playable, entirely functional. It could use some more diversity (SCAG adds quite a bit here!), but you could run through [I]Lost Mine of Phandelver[/I] or [I]Hoard of the Dragon Queen[/I] with a party of Champions, and be entirely up to the challenges it gives you, because 5e gives every character the ability to fill any necessary role for at least a round or two (and most combats only last 3). [/QUOTE]
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