Micah Sweet
Level Up & OSR Enthusiast
Very silly. You can't lose your hand in 4e or 5e.And were explicitly the sort of edition warring jackasses who thought that "shouting hands back on" was a fair characterisation of the warlord.
Very silly. You can't lose your hand in 4e or 5e.And were explicitly the sort of edition warring jackasses who thought that "shouting hands back on" was a fair characterisation of the warlord.
Because it's mostly covered. You can't just take the 4E warlord and plunk it down in 5E so I'm not super exactly what it would be.Do you agree with Mearls because you also think the archetype was covered fairly, or because you also don't like warlords?
Very silly. You can't lose your hand in 4e or 5e.
Good point. Exceptions should always be made for awesome magic gear. Personally though, I'd rather just use a system that does allow for injuries of that sort.In 5e, what if your opponent has a sword of sharpness?
Ummm..Do you have any evidence they were "very popular"? I don't think it matters much, they weren't carried over because the developers felt their archetype was already covered. You disagreeing with them (personally I agree with Mearls on this) doesn't change anything.
But I ran or helped run a couple game days in a major metro area and I only remember seeing a warlord once or twice out of literally dozens of players. As far as I could tell they weren't particularly popular.
That's what I said.That is incorrect.
Warlords aren't in 5e because WOTC took a stance that new classes would only be created if the setting demands it.
They attempted to fold it into the fighter, hoping 4e fans would be happy. But like I said way in the beginning, there wasn''t enough design space in the battlemaster to please anyone.
That's why only artificers are official. Psions was coming with Dark Sun but WOTC dropped Dark Sun so they stopped with the difficult development of it.
They do in mine. Magic items are cool. Why wouldn't they?People have magic items in 5e games? I sometimes wonder!
Good point. Exceptions should always be made for awesome magic gear. Personally though, I'd rather just use a system that does allow for injuries of that sort.
Healing is a problem. I prefer slow natural healing, and magical healing being expressed as a specific portion of the target's maximum hp rather than a set numerical range, with that portion getting bigger with more powerful healing.Well, I personally prefer playing 5e with more "gritty realism" when it comes to healing.
That said, if I want to really play a game that has injuries like that on the reg, I'd play a different game (I used to play WFRP at times in the 80s, which was much more vicious in combat). Like Winston Churchill said, when it comes to D&D, hit points are the worst for abstracting out combat, except for all the alternatives.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.