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Warlording the fighter
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<blockquote data-quote="Jester David" data-source="post: 6657371" data-attributes="member: 37579"><p>Warlords could do healing adequately. Every other leader in the game was better. If the CharOp boards are to be believed. It is their focus and all.</p><p></p><p>And temp hp work just fine in combat. It soaks a hit and prevents you going down. Plus, it lengthens the adventuring day unlike triggering Hit Dice, as spending HD in combat is the same daily healing as spending them during a short rest. Temp hp just means less damage you need to heal with your Hit Dice after a couple combats.</p><p></p><p></p><p>Burning all your resources as a warlord trying to be a great healer is incredibly inefficient, like trying to build a wizard tank. It can work, but if you focused on healing with any other leader class you'd be better off. </p><p></p><p></p><p>A 1st level cleric or bard can cast <em>cure wounds</em> twice. Or something much, much more interesting. </p><p>To be balanced, a warlord can do something equal to a the divine domain power/ bardic inspiration feature, a 1st level spell one/day, and heal 1d8 once. It is literally a third of their class features. </p><p></p><p>The iconic parts of the warlord are imparting movement, granting extra attacks, boosting initiative, plus the standard leader stuff of bonuses to attack, damage, rerolled saves, etc. </p><p>Which of those are you going to give up at level one for healing?</p><p>Healing was the <em>least</em> interesting thing a warlord can do. It was mandatory in 4e but if it can be replaced or minimized I say do it. </p><p></p><p></p><p>Like I said, it'd be better as something you can opt into.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6657371, member: 37579"] Warlords could do healing adequately. Every other leader in the game was better. If the CharOp boards are to be believed. It is their focus and all. And temp hp work just fine in combat. It soaks a hit and prevents you going down. Plus, it lengthens the adventuring day unlike triggering Hit Dice, as spending HD in combat is the same daily healing as spending them during a short rest. Temp hp just means less damage you need to heal with your Hit Dice after a couple combats. Burning all your resources as a warlord trying to be a great healer is incredibly inefficient, like trying to build a wizard tank. It can work, but if you focused on healing with any other leader class you'd be better off. A 1st level cleric or bard can cast [I]cure wounds[/I] twice. Or something much, much more interesting. To be balanced, a warlord can do something equal to a the divine domain power/ bardic inspiration feature, a 1st level spell one/day, and heal 1d8 once. It is literally a third of their class features. The iconic parts of the warlord are imparting movement, granting extra attacks, boosting initiative, plus the standard leader stuff of bonuses to attack, damage, rerolled saves, etc. Which of those are you going to give up at level one for healing? Healing was the [I]least[/I] interesting thing a warlord can do. It was mandatory in 4e but if it can be replaced or minimized I say do it. Like I said, it'd be better as something you can opt into. [/QUOTE]
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