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General Tabletop Discussion
*Dungeons & Dragons
"Warlord" Fighter sub-class from MMHFT podcast. Further duscussion.
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<blockquote data-quote="Tony Vargas" data-source="post: 7388505" data-attributes="member: 996"><p>That's the important perspective, I think. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> 5e combats aren't balanced around characters getting knocked down to 0 every fight, healing's more of an emergency thing, but 5e days are balanced around the party handling up to 6-8 encounters, so whether you heal in or out of combat isn't that critically important, as long as you /can/ heal in combat, now and then. </p><p></p><p>Instead, the allies' HD are spent, also a serious issue. Blowing HD to heal in combat is 'better' than spending HD in one sense, but it adds nothing to the day's healing capacity, so the party is less likely to hit the magic number of encounters/day. </p><p></p><p>Maybe the Warlord should trigger HD in combat, but perform between-combat healing or before-combat temp hp inspiration? So the total hps/day can be maintained? </p><p>IDK, may be over-analyzing it profoundly, a party could have only one Cleric or other support type, or half the party could be able to heal, that's a lot of variance, the balance can't be all that delicate...</p><p></p><p> The fighter going back to true multi-attacking after languishing with 4e exploits and 3.x iterative attacks for so long is hard to complain about, fighters get tremendous DPR because multi-attacking is so potent and acts as a multiplier on every little damage bonus you can scrape together. But it does make the game less consistent and harder to add anything to because you have classes working so very differently. It's just part of the challenge of designing for 5e, but, by the same token, there's nothing stopping a design from tackling all that. No line to have to color within. ...</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7388505, member: 996"] That's the important perspective, I think. ;) 5e combats aren't balanced around characters getting knocked down to 0 every fight, healing's more of an emergency thing, but 5e days are balanced around the party handling up to 6-8 encounters, so whether you heal in or out of combat isn't that critically important, as long as you /can/ heal in combat, now and then. Instead, the allies' HD are spent, also a serious issue. Blowing HD to heal in combat is 'better' than spending HD in one sense, but it adds nothing to the day's healing capacity, so the party is less likely to hit the magic number of encounters/day. Maybe the Warlord should trigger HD in combat, but perform between-combat healing or before-combat temp hp inspiration? So the total hps/day can be maintained? IDK, may be over-analyzing it profoundly, a party could have only one Cleric or other support type, or half the party could be able to heal, that's a lot of variance, the balance can't be all that delicate... The fighter going back to true multi-attacking after languishing with 4e exploits and 3.x iterative attacks for so long is hard to complain about, fighters get tremendous DPR because multi-attacking is so potent and acts as a multiplier on every little damage bonus you can scrape together. But it does make the game less consistent and harder to add anything to because you have classes working so very differently. It's just part of the challenge of designing for 5e, but, by the same token, there's nothing stopping a design from tackling all that. No line to have to color within. ... [/QUOTE]
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"Warlord" Fighter sub-class from MMHFT podcast. Further duscussion.
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