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Warlording the fighter
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<blockquote data-quote="Tony Vargas" data-source="post: 6671342" data-attributes="member: 996"><p>Help is available to everyone, so, has no bearing on how effective one class is relative to another. </p><p></p><p> Seems unlikely it'd be a cantrip, yes.</p><p></p><p> It's still non-viable, it's just a non-viable choice that you're often tempted to make. What optimizers call a 'trap option.' If you want to play a character that's going to help allies meaningfully, then you'd want to choose a sub-class for whom that is a viable, fully-contributing choice. The fighter is not that class. A hypothetical warlord should have at least one sub-class that is.</p><p></p><p> If you set the bar for 'effective' on the ground so that anyone can casually step over it, maybe. It's probably ties with all the other non-casters, and maybe even a few of the casters (depending on spell lists) for worst in that role. Much like the way it's 'best at fighting' (there's no one else definitively better at fighting with weapons, all the time), it's also the 'worst support character' (there's no other class definitively worse at aiding allies, in every way, all the time).</p><p></p><p> An untrained check and a nap later (and decent rolls on HD), that character can be at full hps with absolutely no miracles required. What kind of life-threatening wound is gone a matter of hours? Even gone after a night's sleep? None. Either taking hp damage doesn't necessarily mean taking realistic/serious wounds, or recovering all hps doesn't necessarily mean healing wounds completely - or both.</p><p></p><p>Yes, hps are screwy, they're effing 'plot armor,' at best, and D&D throws realism out the window by using them. But, they leave plenty of room for the kind of hp-restoration the Warlord has always had - and, that the fighter already has in 5e, for personal use, anyway.</p><p></p><p>If you want to re-interpret hps as representing serious and/or realistic wounds, though, you can. You just use a series of optional and house rules to do away with HD and make natural healing a long, slow, uncertain process, and brushing all the remaining inconsistencies under the rug via magic. You have to blow away (or rationalize) the odd class ability, like Second Wind (it's 'warrior's magic,' from painting yourself blue, or eating the heart of a boar or something), as well, but you can house-rule your way to that version of hps if you're determined to do so.</p><p>Of course, if you're doing that, you wouldn't be opting-in a necessarily (<em>ex post</em> Standard Game) optional class like some hypothetical Warlord, either. At least not without modding or rationalizing it like you would the fighter.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6671342, member: 996"] Help is available to everyone, so, has no bearing on how effective one class is relative to another. Seems unlikely it'd be a cantrip, yes. It's still non-viable, it's just a non-viable choice that you're often tempted to make. What optimizers call a 'trap option.' If you want to play a character that's going to help allies meaningfully, then you'd want to choose a sub-class for whom that is a viable, fully-contributing choice. The fighter is not that class. A hypothetical warlord should have at least one sub-class that is. If you set the bar for 'effective' on the ground so that anyone can casually step over it, maybe. It's probably ties with all the other non-casters, and maybe even a few of the casters (depending on spell lists) for worst in that role. Much like the way it's 'best at fighting' (there's no one else definitively better at fighting with weapons, all the time), it's also the 'worst support character' (there's no other class definitively worse at aiding allies, in every way, all the time). An untrained check and a nap later (and decent rolls on HD), that character can be at full hps with absolutely no miracles required. What kind of life-threatening wound is gone a matter of hours? Even gone after a night's sleep? None. Either taking hp damage doesn't necessarily mean taking realistic/serious wounds, or recovering all hps doesn't necessarily mean healing wounds completely - or both. Yes, hps are screwy, they're effing 'plot armor,' at best, and D&D throws realism out the window by using them. But, they leave plenty of room for the kind of hp-restoration the Warlord has always had - and, that the fighter already has in 5e, for personal use, anyway. If you want to re-interpret hps as representing serious and/or realistic wounds, though, you can. You just use a series of optional and house rules to do away with HD and make natural healing a long, slow, uncertain process, and brushing all the remaining inconsistencies under the rug via magic. You have to blow away (or rationalize) the odd class ability, like Second Wind (it's 'warrior's magic,' from painting yourself blue, or eating the heart of a boar or something), as well, but you can house-rule your way to that version of hps if you're determined to do so. Of course, if you're doing that, you wouldn't be opting-in a necessarily ([i]ex post[/i] Standard Game) optional class like some hypothetical Warlord, either. At least not without modding or rationalizing it like you would the fighter. [/QUOTE]
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