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RPG Evolution: D&D's Missing Archetypes
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<blockquote data-quote="EzekielRaiden" data-source="post: 8598202" data-attributes="member: 6790260"><p>The main problem is <em>they already tried that, and it wasn't good</em>.</p><p></p><p>Like, that's literally what the Battle Master is supposed to be. And what the Banneret is supposed to be. They're both supposed to be "the Fighter killed the Warlord and took its stuff" options. It didn't work. People who <em>disliked</em> Warlords are at best iffy on the Warlord-like elements of these subclasses, and people who <em>liked</em> the Warlord rightly point out how small and weak these options are. The Banneret in particular went over like a lead balloon with Warlord fans.</p><p></p><p>Of course, <em>some</em> of this has to do with the fact that 5e took two and a half of its three years of public playtesting just to figure out the <em>basic</em> Fighter kit, and as a result, did not have enough time to pivot to some new Warlord-type options in the final stretch after the utter failure of the "Specialties" mechanic. </p><p></p><p>For those who missed or forgot the D&D Next playtest: originally the designers <em>claimed</em> they were going to support Warlord-type options for Fighters, <a href="https://twitter.com/mikemearls/status/372506174202998785" target="_blank">explicitly including martial healing</a>. Notably, this <em>did not</em> appear in the final product, and the team got real, real quiet about all this stuff in the last 6 months or so before publication. That's because they had decided to shift the Warlord-type Fighter to focusing on "Specialties," which were pre-made bundles of feats that you would choose early on in a character's journey, and gain slowly over time. You could invent your own specialty if you wanted, but the pre-made bundles were intended to be more digestible/accessible. Problem was, Specialties were...just not very good. And they didn't have the <em>time</em> to playtest them until they were good--they had only a few months left at most, because the D&D Next playtest moved at <em>glacially slow</em> speeds. So, almost inevitably, they simply dropped Specialties entirely, since nothing depended on them...<em>except the Warlord Fighter</em>. As a result, the Warlord Fighter was basically completely dropped from 5e, <em>despite the designers openly saying they intended to include it</em>.</p><p></p><p>Soooooo...yeah. You may think this is an effective strategy, but we've been here before and it didn't work. In fact, I'm almost certain you were present for the "Warlord Quarantine" that ENWorld went through after 5e launched and failed to live up to expectations on that front.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8598202, member: 6790260"] The main problem is [I]they already tried that, and it wasn't good[/I]. Like, that's literally what the Battle Master is supposed to be. And what the Banneret is supposed to be. They're both supposed to be "the Fighter killed the Warlord and took its stuff" options. It didn't work. People who [I]disliked[/I] Warlords are at best iffy on the Warlord-like elements of these subclasses, and people who [I]liked[/I] the Warlord rightly point out how small and weak these options are. The Banneret in particular went over like a lead balloon with Warlord fans. Of course, [I]some[/I] of this has to do with the fact that 5e took two and a half of its three years of public playtesting just to figure out the [I]basic[/I] Fighter kit, and as a result, did not have enough time to pivot to some new Warlord-type options in the final stretch after the utter failure of the "Specialties" mechanic. For those who missed or forgot the D&D Next playtest: originally the designers [I]claimed[/I] they were going to support Warlord-type options for Fighters, [URL='https://twitter.com/mikemearls/status/372506174202998785']explicitly including martial healing[/URL]. Notably, this [I]did not[/I] appear in the final product, and the team got real, real quiet about all this stuff in the last 6 months or so before publication. That's because they had decided to shift the Warlord-type Fighter to focusing on "Specialties," which were pre-made bundles of feats that you would choose early on in a character's journey, and gain slowly over time. You could invent your own specialty if you wanted, but the pre-made bundles were intended to be more digestible/accessible. Problem was, Specialties were...just not very good. And they didn't have the [I]time[/I] to playtest them until they were good--they had only a few months left at most, because the D&D Next playtest moved at [I]glacially slow[/I] speeds. So, almost inevitably, they simply dropped Specialties entirely, since nothing depended on them...[I]except the Warlord Fighter[/I]. As a result, the Warlord Fighter was basically completely dropped from 5e, [I]despite the designers openly saying they intended to include it[/I]. Soooooo...yeah. You may think this is an effective strategy, but we've been here before and it didn't work. In fact, I'm almost certain you were present for the "Warlord Quarantine" that ENWorld went through after 5e launched and failed to live up to expectations on that front. [/QUOTE]
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