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The Warlord shouldn't be a class... change my mind!
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<blockquote data-quote="Tony Vargas" data-source="post: 7886334" data-attributes="member: 996"><p>I've not found any.</p><p></p><p>Until there <em>is</em> a warlord in 5e, that curiosity must go unsatisfied. You could try playing a BM with some of the following maneuvers (at 3rd level, mind), in a party with no Cleric, Paladin, Druid, Bard or Artificer.</p><p></p><p>Commander's Strike</p><p>Rally</p><p>Distracting Strike</p><p>Maneuvering Attack</p><p></p><p>You might get a sense of how the warlord might play, though you'll also find it's inadequate for getting a party through typical challenges, and you're really only getting a hint.</p><p></p><p>It'd be less absurd if 5e had retained opposition schools. As it stands now, the biggest objection to the Illusionist Tradition as a stand-in for the 1e Illusionist sub-class, is that it gets far too many of the 'wrong' spells - it's too powerful & too versatile to be a 'true illusionist.' Ironically, one solution would be to play an Illusionist-Tradition wizard, and willfully refuse to ever learn evocation spells.</p><p></p><p>That's a disappointing statement. Do you really realize what you just said. You just claimed that 5e is a complete failure. That it is strictly inferior to 3e & 4e. That, instead of enabling <em>more</em> styles of play, as was among its intended goals, it has cut off whole swaths of potential play styles.</p><p></p><p>While I'm not saying you're objectively wrong, I'd prefer not to agree with you if I can possibly avoid it.</p><p></p><p>Rather, in 5e, while 'tactical' play is shunted to a dubious DMG variant or simply left to the DM to judge, the available design space is much greater. The 5e Warlord could be taken on concept-first, rather than limited to just the closely-defined Leader role of 4e, in which obvious abilities were kept tightly constrained to avoid stepping on Controller toes. In 5e, it'd be much more reasonable for a Warlord's gambits to affect enemies as well as allies, for instance.</p><p></p><p>Sorry, it's hard to find an anti-warlord argument not thoroughly tainted by all the bad-faith reasoning of the edition war.</p><p></p><p>Furthermore, why should there even <em>be</em> an anti-warlord argument? Why is it important to individual fans to actively exclude other people and other preferences from the game?</p><p></p><p>No homebrew or 3pp version can ever be entirely satisfactory, precisely because it's not official (heck, even an unsatisfactory official version would be a single place to start).</p><p>Again, it'd be a case of 5e failing to meet it's goals.</p><p></p><p>The Psion, Shaman, and until it finally snuck in, the Artificer are common similar topics. There tends to be less profound and determined negativity, though.You absolutely do.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7886334, member: 996"] I've not found any. Until there [I]is[/I] a warlord in 5e, that curiosity must go unsatisfied. You could try playing a BM with some of the following maneuvers (at 3rd level, mind), in a party with no Cleric, Paladin, Druid, Bard or Artificer. Commander's Strike Rally Distracting Strike Maneuvering Attack You might get a sense of how the warlord might play, though you'll also find it's inadequate for getting a party through typical challenges, and you're really only getting a hint. It'd be less absurd if 5e had retained opposition schools. As it stands now, the biggest objection to the Illusionist Tradition as a stand-in for the 1e Illusionist sub-class, is that it gets far too many of the 'wrong' spells - it's too powerful & too versatile to be a 'true illusionist.' Ironically, one solution would be to play an Illusionist-Tradition wizard, and willfully refuse to ever learn evocation spells. That's a disappointing statement. Do you really realize what you just said. You just claimed that 5e is a complete failure. That it is strictly inferior to 3e & 4e. That, instead of enabling [I]more[/I] styles of play, as was among its intended goals, it has cut off whole swaths of potential play styles. While I'm not saying you're objectively wrong, I'd prefer not to agree with you if I can possibly avoid it. Rather, in 5e, while 'tactical' play is shunted to a dubious DMG variant or simply left to the DM to judge, the available design space is much greater. The 5e Warlord could be taken on concept-first, rather than limited to just the closely-defined Leader role of 4e, in which obvious abilities were kept tightly constrained to avoid stepping on Controller toes. In 5e, it'd be much more reasonable for a Warlord's gambits to affect enemies as well as allies, for instance. Sorry, it's hard to find an anti-warlord argument not thoroughly tainted by all the bad-faith reasoning of the edition war. Furthermore, why should there even [I]be[/I] an anti-warlord argument? Why is it important to individual fans to actively exclude other people and other preferences from the game? No homebrew or 3pp version can ever be entirely satisfactory, precisely because it's not official (heck, even an unsatisfactory official version would be a single place to start). Again, it'd be a case of 5e failing to meet it's goals. The Psion, Shaman, and until it finally snuck in, the Artificer are common similar topics. There tends to be less profound and determined negativity, though.You absolutely do. [/QUOTE]
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