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[Warlords] Should D&D be tied to D&D Worlds?
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<blockquote data-quote="I'm A Banana" data-source="post: 6143518" data-attributes="member: 2067"><p>A recent <a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20130527" target="_blank">Legends and Lore</a> article notes at least four potential variations on the HP mechanic to accommodate different styles of games. It includes specifically a quick HP refresh for heroic play (pretty much "HP-as-metafiction"), low/no magic options (presumably including inspirational healing but likely not limited to it), and fate points (I see a potential deathless game in that). </p><p></p><p>So it certainly seems to be something well on their radar. </p><p></p><p>5e's trying a few unprecedented things. Carefully and cautiously considered, but a few. Changing HP modules does appear to be one of those things. </p><p></p><p></p><p></p><p>Once you remove inspirational healing from the warlord and relocate it in the HP system, it seems like you're left with the archetype of a persuasive tactical commander. In pre-4e editions of D&D, people used the fighter to play to that archetype, though without much mechanical support. I mean, they could raise an army, but that had its own problems and was exclusive to high-level characters. If we support the brilliant and inspiring tactician better within the fighter class, do we also need a different class?</p><p></p><p>The most recent playtest indeed has warlordesque fighter moves: essentially giving allies your bonus dice for various purposes. If we accept that 5e doesn't need a class for inspirational healing, how do those abilities measure up to what warlord fans feel they should be?</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6143518, member: 2067"] A recent [URL="http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20130527"]Legends and Lore[/URL] article notes at least four potential variations on the HP mechanic to accommodate different styles of games. It includes specifically a quick HP refresh for heroic play (pretty much "HP-as-metafiction"), low/no magic options (presumably including inspirational healing but likely not limited to it), and fate points (I see a potential deathless game in that). So it certainly seems to be something well on their radar. 5e's trying a few unprecedented things. Carefully and cautiously considered, but a few. Changing HP modules does appear to be one of those things. Once you remove inspirational healing from the warlord and relocate it in the HP system, it seems like you're left with the archetype of a persuasive tactical commander. In pre-4e editions of D&D, people used the fighter to play to that archetype, though without much mechanical support. I mean, they could raise an army, but that had its own problems and was exclusive to high-level characters. If we support the brilliant and inspiring tactician better within the fighter class, do we also need a different class? The most recent playtest indeed has warlordesque fighter moves: essentially giving allies your bonus dice for various purposes. If we accept that 5e doesn't need a class for inspirational healing, how do those abilities measure up to what warlord fans feel they should be? [/QUOTE]
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[Warlords] Should D&D be tied to D&D Worlds?
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