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Warlording the fighter
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<blockquote data-quote="Tony Vargas" data-source="post: 6676363" data-attributes="member: 996"><p>It's a great idea for a much more detailed, 'grittier,' system than D&D hps, like the sort alluded to below. In that context, with no readily-available alternatives, it would be an evocative way of modelling the 're-opening a wound' genre trope that has some potential for dramatic effect. </p><p></p><p>Outside of that context it is inconsistent and unwieldy and would render any class forced to depend upon it as a primary hp-restoration mechanic non-viable in that sort of role. </p><p></p><p><em> D&D doesn't do wound penalties, at all. It takes magic or some sort of special ability to inflict a condition. If it were a more granular/realistic/un-fun-death-spiral sort of system, it would have wound penalties, and eliminating those without eliminating the underlying wounds might be a valid way of modeling something like that.</em></p><p><em></em></p><p><em>That'd be fundamentally changing the game on a level well beyond the scope of this conversation, though. Instead, restoring hps is about the only thing that can be used to model it.</em></p><p><em></em></p><p> <em>I don't find that plausible. The level of imagination, tolerance for abstraction, and general flexibility of thought required by any RPG is inevitably more than sufficient to /grasp/ or logically justify such a simple and familiar-from-genre idea. Rather, it is a choice, though perhaps not a conscious one, to balk when a dragonborn warlord inspires your elf paladin to keep fighting in spite of the searing pain of the Mind Flayer's devastating mental blast. In particular, it's a very odd choice to balk at the almost cliche "inspires to keep fighting," rather than at the existence of a humanoid warm-blooded saurian who breathes flame, a centuries-old waif-like fey creature wielding overt power granted by one among many deities occupying an objectively real set of alternate planes of existence, or a parasitic cephalopod that is not only sentient but telepathic and capable of using that telepathy to kill people (and that's without getting into arcane magic or physically-impossible giant humanoids, arthropods, avians, &c).</em></p><p><em></em></p><p><em>Certainly, there are those who simply <em>dislike</em> the idea of a class like the Warlord - an effective martial class capable of contributing as something other than a high-DPR 'beatstick,' 'tank,' or 'striker' - and wish to prevent anyone from ever enjoying the opportunity to play one (and you currently /can't/ play anything of that sort in 5e, so they can imagine they've been successful). That's not, however, an agenda that has any place in a game like 5e, which was meant to be open to all fans of all past editions of D&D. Such openness could finally be achieved by simply making such a class available, but in no way mandatory (the way the Cleric virtually was in early editions, for instance) at every table (already accomplished via DM empowerment), nor in the Standard Game (already accomplished, as it's not even in the PH).</em></p><p><em></em></p><p> <em>Good call. Greater granularity/realism may be what some people 'really' want when they complain about disconnects and inconsistencies in the very abstract hp system. 5e is meant to be modular, and you've clearly found a way to add that kind of detail to your campaign, so clearly such a 'gritty' module should be possible. The DMG already has a number of modules, though none that quite so thoroughly re-write the resolution of injury, IIRC. </em></p><p><em>I'd hate to think of the Warlord being exiled to such an oppressive option ghetto, though.</em></p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6676363, member: 996"] It's a great idea for a much more detailed, 'grittier,' system than D&D hps, like the sort alluded to below. In that context, with no readily-available alternatives, it would be an evocative way of modelling the 're-opening a wound' genre trope that has some potential for dramatic effect. Outside of that context it is inconsistent and unwieldy and would render any class forced to depend upon it as a primary hp-restoration mechanic non-viable in that sort of role. [I] D&D doesn't do wound penalties, at all. It takes magic or some sort of special ability to inflict a condition. If it were a more granular/realistic/un-fun-death-spiral sort of system, it would have wound penalties, and eliminating those without eliminating the underlying wounds might be a valid way of modeling something like that. That'd be fundamentally changing the game on a level well beyond the scope of this conversation, though. Instead, restoring hps is about the only thing that can be used to model it. I don't find that plausible. The level of imagination, tolerance for abstraction, and general flexibility of thought required by any RPG is inevitably more than sufficient to /grasp/ or logically justify such a simple and familiar-from-genre idea. Rather, it is a choice, though perhaps not a conscious one, to balk when a dragonborn warlord inspires your elf paladin to keep fighting in spite of the searing pain of the Mind Flayer's devastating mental blast. In particular, it's a very odd choice to balk at the almost cliche "inspires to keep fighting," rather than at the existence of a humanoid warm-blooded saurian who breathes flame, a centuries-old waif-like fey creature wielding overt power granted by one among many deities occupying an objectively real set of alternate planes of existence, or a parasitic cephalopod that is not only sentient but telepathic and capable of using that telepathy to kill people (and that's without getting into arcane magic or physically-impossible giant humanoids, arthropods, avians, &c). Certainly, there are those who simply [i]dislike[/i] the idea of a class like the Warlord - an effective martial class capable of contributing as something other than a high-DPR 'beatstick,' 'tank,' or 'striker' - and wish to prevent anyone from ever enjoying the opportunity to play one (and you currently /can't/ play anything of that sort in 5e, so they can imagine they've been successful). That's not, however, an agenda that has any place in a game like 5e, which was meant to be open to all fans of all past editions of D&D. Such openness could finally be achieved by simply making such a class available, but in no way mandatory (the way the Cleric virtually was in early editions, for instance) at every table (already accomplished via DM empowerment), nor in the Standard Game (already accomplished, as it's not even in the PH). Good call. Greater granularity/realism may be what some people 'really' want when they complain about disconnects and inconsistencies in the very abstract hp system. 5e is meant to be modular, and you've clearly found a way to add that kind of detail to your campaign, so clearly such a 'gritty' module should be possible. The DMG already has a number of modules, though none that quite so thoroughly re-write the resolution of injury, IIRC. I'd hate to think of the Warlord being exiled to such an oppressive option ghetto, though.[/i] [/QUOTE]
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