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So what do we need from the Warlord?
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<blockquote data-quote="Jester David" data-source="post: 6732472" data-attributes="member: 37579"><p>There are a number of problems with this design. </p><p></p><p>First, there's the concept of the warlord as the tactical leader, which doesn't mesh well with the concept of the field medic. They're two very different ideas that don't mesh well together, as the character that rallies you and gets you fired up before a battle, or maneuvers you during a battle, is not necessarily the same guy that patches up your wounds after.</p><p>Adding healer to the "commander" class necessitates the removal of class features for balance. It means the commander is less commanding and thus less unique, in order to me more clerical. It's taking this very interesting concept that doesn't exist elsewhere in the game and watering it down because it healed in a prior version of the game.</p><p></p><p>Second, in-combat healing is a bit of a waste. It's inefficient as you can almost never do as much healing to the party as an enemy can dish out in multiple rounds. It's handy for the occasional crit, but the rest of the time it's a trap. You're better off removing an enemy from play and taking future damage out of the equation. </p><p>The most efficient healer in the game is a striker. </p><p></p><p>Third is that the cleric is not automatically a healbot. Only one of the six subclasses of cleric assumes healing. You can play a cleric that doesn't heal very easily. Or one that only heals during downtime. It seems odd to make a class that's more focused on healing than a cleric that isn't explicitly called "the medic" (especially since that makes it's role in play less obvious for new players). </p><p>This is also made muddier in that the bard and druid are also full spellcasters and have access to the same amount of healing as the druid and similar spells. So either class becomes an acceptable replacement for the cleric. So the warlord as the class for people who don't want to be a cleric is less necessary as there are two others already. </p><p></p><p>Fourth, healing is not the be-all end-all of clerical abilities. 5e is different from 4e where almost no conditions persisted beyond and encounter and healing was all a leader needed to do. Now, <em>lesser restoration</em> and <em>greater restoration</em> are pretty essential, removing a wealth of negative status effects. Without those spells, the warlord will be less useful and cannot fully replace the cleric.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6732472, member: 37579"] There are a number of problems with this design. First, there's the concept of the warlord as the tactical leader, which doesn't mesh well with the concept of the field medic. They're two very different ideas that don't mesh well together, as the character that rallies you and gets you fired up before a battle, or maneuvers you during a battle, is not necessarily the same guy that patches up your wounds after. Adding healer to the "commander" class necessitates the removal of class features for balance. It means the commander is less commanding and thus less unique, in order to me more clerical. It's taking this very interesting concept that doesn't exist elsewhere in the game and watering it down because it healed in a prior version of the game. Second, in-combat healing is a bit of a waste. It's inefficient as you can almost never do as much healing to the party as an enemy can dish out in multiple rounds. It's handy for the occasional crit, but the rest of the time it's a trap. You're better off removing an enemy from play and taking future damage out of the equation. The most efficient healer in the game is a striker. Third is that the cleric is not automatically a healbot. Only one of the six subclasses of cleric assumes healing. You can play a cleric that doesn't heal very easily. Or one that only heals during downtime. It seems odd to make a class that's more focused on healing than a cleric that isn't explicitly called "the medic" (especially since that makes it's role in play less obvious for new players). This is also made muddier in that the bard and druid are also full spellcasters and have access to the same amount of healing as the druid and similar spells. So either class becomes an acceptable replacement for the cleric. So the warlord as the class for people who don't want to be a cleric is less necessary as there are two others already. Fourth, healing is not the be-all end-all of clerical abilities. 5e is different from 4e where almost no conditions persisted beyond and encounter and healing was all a leader needed to do. Now, [I]lesser restoration[/I] and [I]greater restoration[/I] are pretty essential, removing a wealth of negative status effects. Without those spells, the warlord will be less useful and cannot fully replace the cleric. [/QUOTE]
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So what do we need from the Warlord?
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