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Warlording the fighter
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<blockquote data-quote="epithet" data-source="post: 6671441" data-attributes="member: 6796566"><p>The DMG has alternatives that include much slower hit point recovery and wounds that might not ever fully heal without magic. When you're talking about a Warlord's potential ability to restore hit points, you have to keep in mind that the system is designed to provide flexibility among campaigns, and not assume that everyone is using the "sleep off a deathblow in one night" default.</p><p></p><p>Sure, you can reply with "If your DM goes for the optional slower recovery rules, then he can just disallow the Warlord as a class." I think it is a much better idea, though, to have a class that accommodates the options enumerated in the DMG.</p><p></p><p>That's why I think the Warlord's direct healing should be limited. Since there are no negative hit points in 5e, one HP is enough to wake your buddy up, which is what makes the Healer feat such a useful thing. I would give the Warlord direct healing that was on about the level of the Healer feat (and wording it such that the Healer feat would stack with the class feature) and then let the Warlord empower allies to use a limited number of hit dice to recover HP, once per rest per ally (the ability should not remove the utility of the short rest.) Combined with an ability to grant temp HP, that would make the Warlord a very strong "leader" type character.</p><p></p><p>It seems to me that you want the Warlord to be able to heal as well as Cleric, buff better than a Bard, and control the battlefield in a way no Battlemaster could hope to match. I understand the temptation to start at maximum awesome and pare it down until it approaches a reasonable level, but that kind of uber class has really harmed other editions and games (just look at some of the exotic classes in Pathfinder.) I think it's a lot better to build a class with balanced abilities and fun mechanics, and tweak it until you find a sweet spot. Leave room in your initial write-up for improvement.</p></blockquote><p></p>
[QUOTE="epithet, post: 6671441, member: 6796566"] The DMG has alternatives that include much slower hit point recovery and wounds that might not ever fully heal without magic. When you're talking about a Warlord's potential ability to restore hit points, you have to keep in mind that the system is designed to provide flexibility among campaigns, and not assume that everyone is using the "sleep off a deathblow in one night" default. Sure, you can reply with "If your DM goes for the optional slower recovery rules, then he can just disallow the Warlord as a class." I think it is a much better idea, though, to have a class that accommodates the options enumerated in the DMG. That's why I think the Warlord's direct healing should be limited. Since there are no negative hit points in 5e, one HP is enough to wake your buddy up, which is what makes the Healer feat such a useful thing. I would give the Warlord direct healing that was on about the level of the Healer feat (and wording it such that the Healer feat would stack with the class feature) and then let the Warlord empower allies to use a limited number of hit dice to recover HP, once per rest per ally (the ability should not remove the utility of the short rest.) Combined with an ability to grant temp HP, that would make the Warlord a very strong "leader" type character. It seems to me that you want the Warlord to be able to heal as well as Cleric, buff better than a Bard, and control the battlefield in a way no Battlemaster could hope to match. I understand the temptation to start at maximum awesome and pare it down until it approaches a reasonable level, but that kind of uber class has really harmed other editions and games (just look at some of the exotic classes in Pathfinder.) I think it's a lot better to build a class with balanced abilities and fun mechanics, and tweak it until you find a sweet spot. Leave room in your initial write-up for improvement. [/QUOTE]
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