Tony Vargas
Legend
So, like "key copy operator?"hmmm duplication vocation
OK, sorry, have to call you on that one. In 4e, there were 4 of 8 classes in the PH, encompassing 8 of the possible 18 builds, that had NO magical powers.They weren't just talking about the warlord in that post, but the core design structure of 4e in general: daily powers, everyone has magic powers, lots of non magic healing, etc. And said no one cared about those. Which isn't true, as we know looking back at what happened.
Furthermore, in 5e every single class has magic powers and it's a non-issue.
So, really, what you're on about is the exact opposite of what you said. 4e was unacceptable because it had too many balanced, viable player options that eschewed magical powers, while 5e has become acceptable again by shifting that balance back in favor of magic.
In general, 5e classes aren't locked down to anything as consistent as a 4e Role, some sub-classes are pretty firmly committed to the equivalent of Strikers, but, even then, they have a spin on it, like tankyness or sneakiness or whatever. Most classes, though, can change role as readily as they change spells - very readily, indeed, for the Class Tier 1 neo-Vancian set - but more readily for all involved if the recent UA versatility increases are kept in some form.Sorry didnt separate them out the first was just yes do this
I was getting specific on this part, yes definitely cotimed team action (common in 4e) -> but the idea and the important part was "impairing enemies. " ... like your fancy maneuvering slows enemy movement rate or sends the enemies into sudden retreat. In effect Warlord Controller powers.
No need to limit Warlords to the roles that 4e locked down
A big part of that shift is concept-first design. The concept of the Warlord, as you point out, readily encompasses 'controller' role support, out-maneuvering, provoking, deceiving, and 'psyching out' enemies to the party's advantage (potentially in and out of combat, for that matter).
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